Merranvo,
I am not editing source.
I am not sure your statement is strictly true, but I undertstand what you are saying.
I do not quite understand the exact relativity of your statement as numerous kinds of entities which are not enemies in any true sense of the word can be made to move around, but in most instances - perhaps all, they have some association in their script to the "plr".
Indeed the jetpack entity moves around, I have non enemy flying objects which move around independantly of any path for instance -which is not needed for them to do so, they do not use anything but a fairly simmple non default script in which they do follow the player as thats what they need do, but they do not use the follow player comands but rather similarly - move to target commands - of course any object can move along paths too and they dont have to be enemies.
Some existing and working commands/actions such as floatrate can force a non enemy entity to move in some way or other so it is possible within very restricted limits to move things about to some extent at least by cheating or workarounds. Even the properties of the physics can make objects float or fall and bounce - but all of these things and perhaps others are difficult to control in ways one might need in order to move objects around in gameplay in response to various game scenarios or in response to player actions.
Thats why we need those missing commands/actions referred to here that dont work. Only God and TGC knows as usual why they are included but dont work, why on earth not?
So I have to make an entity - and the jetpack an enemy - are you trying to tell me that some movement actions are indeed working and if so they would follow those movement actions and say movefore=100 if that was apllied?
Certainly in the instance of the jetpack I think thats easier said than done.
As to other entities I will test and look see.
But I appreciate your statement and the said info relating to non entities not being able to move - I am just not asking really not only about what they do by default or what they wont, but also if indeed they dont then what am I going to do to make sure they do move when and where I want them to when I want them to if necessary?
i.e. I dont easily take cant for an answer - though some things are impossible many as you know can have at least some partial success by some workaround or other - I really dont care how or how difficult it is to achieve - I already spend vast amounts of time trying to get things to work in FPSC that it dont want to let work by default or does not support in any way available to the normal user.
Thus far few things are stubborn enugh to be impossible to do....
This may be one of them but I wont give up on it - even if it cant do it - I'll knock my head against the wall for a little while longer yet until I exhaust all possibilities of a workaround I can think of.
Then I will just wait and see what any upgrade to FPSC brings and go back and try again if necessary.
I got into this because I want to use the jetpack I am using indoors and want to sop the player from moving upwards and moving through ceilings to the outside of the level which crashes the engine and game. What I need therefore is to find a way to get the jetpack to recognise an object (ceiling segment or entity) (via proximity) above the player when using it and flying upwards and then do its move down bit so that the player never collides with the ceilings. Or another method of preventing contact with said ceilings.
If I cannot find a working answer to this any other way I will be forced to call upon my final solution which is not the one of my choice, but rest assured the player will not get through the ceiling to the outdoors - that I guarantee - I will prevent that from happening. Alternatiively I could choose not to include the jetpack in the game but now that this and FPSC has bugged me I'll be damned if I will let it beat me and not include it whatever the cost in terms of effort required.
In it will go and effectively it will work the way I want in terms of the gameplan one way or another.