I haven't scripting movement in a long time, but I remember that the 'move' command had ways to cache movement so that serverside NPCs didn't look so "laggy."
Perhaps look into that? I'm sure there are threads in the forums about it.
EDIT: Found this, might help (for move command's last param):
Quote:
- cachingmode:
- 0: previous movements will be finished immediatelly
- 1: movements will be cached, the previous movements
will only be finished when the cache is too large
(distance to go >5);
this caching can be used on server-side npcs to
make the movement look like non-laggy even when
there are little delays sometimes
- 2: the movement will just be appended to the movement
list; you can add up to 100 movements
- blockcheck: add 4 to the options when you want the
npc to stop when there is a wall blocking the npc
- informmewhendone: if you add 8 to the options then the
script will be called with a 'movementfinished' flag
when the the npc has stopped walking; catch this event
with
if (movementfinished) {...}
if you want to do something when the npc has stopped
(e.g. walking in a different direction)
- applydirection: add 16 to the options if you want the
game to automatically set the direction of the npc
depending on the movement direction (can be good
when using movement caching)
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