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November 4th 2013, 01:08 AM
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Unfortunately Dinkkiller is probably trying to keep pretty precise collisions and teleporting the things to the end location would prevent proper collision checking. One thing I notice is that you can make Dink keep pushing when you use move instead of move_stop. If move_stop does the right distance for every direction, there is probably a way to get around Dink freezing, but I'll have to do some thinking to figure it out, and it probably involves using two different scripts together.