still not sure why
why would server lag change anything?
The previous thought proposed by _Rave_
couldn't that be laggy though?
is suggesting that the constant saving and checking of the position variable could cause serious lag if you have a multitude of people-many position variables being saved/checked at the same time.
But still a good idea. I did this with events on my City RPG a while back with zone events where if they entered one of the large cliff faces, then they would be sent back with setvelocity.
It was a good thought, however. Maybe what you were going for was a more client-based approach where the position is saved to the client's hardrive, instead of the host's. This could probably dismiss any lag from the constant saving/checking of the position variable.
And for the OP, what would happen with bricks with no collison, rending, ray casting, or a mix of the three? Wouldn't the brick area still be there, and if a player tried to drive through an invisibrick, then the same effect would occur on that vehicle as it would if it were to drive through a regular brick with C, R, and R C turned on?