I couldn't really understand what are you asking for, but you could use 2 c_move calls, one for XY movement with GLIDE flag set on and the other one for Z movement only but without GLIDE flag.

If you need to set something like 'max climbable step' for entity (so it doesn't step over it), I have some bad news for you, it will be pretty tricky to get one out of the box. You could take a look at the movement contribution that I've made, I used two models for the movement, one for Z only and the second one for XY movement, it allows you to adjust the 'max step' thing.

Take a look at this thread:
Movement code + AutoJumping

But anyway, if we are talking about enemies, this solution is going to be too performance eating. So I would suggest you just to place some invisible walls around places where enemies can't go (passable for player's movement, but not for enemies - this could be done easity with 'c_ignore' and groups).


Best regards!


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