Well yes, but they don't have to get rid of the colision avoidance altogether, they can make exceptions for certain objects (like a fence). So just like a door, the zombie ai has to check if the door is open or not to choose if that is a viable path or not. I know this requires code change but a quick and simple solution would be; Is the zombie chasing a player? Yes>Is the player suddenly further away; did the player in question just executed an hop command? Yes> Is there a (special object : fence) in the way of the shortest route? Yes?Random function that chooses the outcome. (and or specify more conditions).Option A: Execute zombie fence fall animation. Option B: Execute zombie hop animation. It can be possible; I am not saying that they should do it at the same level as gta4, i am just saying they should make the zombie interaction more diverse. If i were to make it as simple as possible you could have the 'hop' animation on the zombies that make it over the fence and a separate animation of a zombie falling over it. And let an ai script randomly choose an outcome of that group/ horde or individual zombie. That way you don't need an advanced ragdol ;) So i don't know how easy or hard this would be to implement and if this would even work but i think its worth looking into at least :beans: