Scenario:
At the far end of Sunset Meadow, Sapswill Invaders spawn. Their purpose in life is to waddle up to Defender's Bristlebrow and Kuglup and be slaughtered for the honor of the Queen. Previously, and with all other spawn proximity testing, spawns appearing in your client has turned into a non-issue. For the most part, it works great.
Now we have movement. I have actually had NPCs moving on TessEQ2 for some time (Patrollers and Paula Marx), but they do not DIE. Normally.
Here's what the Invaders do. They spawn at their respective x,y,z. They wander via 1 LUA script to the same x,y,z between the two guards using the LUA command: MovementLoopAddLocation(NPC, 75, -4, 171, 3, 10). The Invaders are set to a 15 second respawn time for testing. So they spawn, they wander up, they get killed, 15s later, they do it all again.
This all works perfectly as far as the server is concerned. Where the Client is concerned is the problem - and this will be a huge problem for simple game play if spawns are in your face but you cannot see them.
If you stand at Defender Bristlebrow and /repop the zone, you will never see a spawn coming. All of a sudden though, the guards lunge forward and attack "something", usually then, the spawn that was wandering up appears. You can slowly move towards the spawn point until you get to around the first dead soldier on the right (between two trees). NOW, you can see the spawn point of the Invaders, and they do walk by you visually - otherwise, they "warp" (which is actually not what they are doing it appears).
If you time it just right, you can move towards the spawn point and actually catch an approaching Invader spawned, standing still, but not moving. Yet, to the server, it is still moving - just not on your screen.
I hope this is enough information to lead you to a solution, since this is kinda a new problem. It can be witnessed on TessEQ2 anytime, as I am leaving the spawns set to death-plunge into the guards indefinitely.
If you need anything else from me, let me know.