Jeez, i just can't get it right!
When the comet passes by, and get out the "spacedome" he is removed with ent_remove and proc_kill. Then, when i summon another one, the collision script emerges! I can't figure out why!!
Now i've tried to detect all the collisions from the spaceship action, like this:
move_mode=IGNORE_YOU + IGNORE_PASSABLE + IGNORE_PUSH + ACTIVATE_TRIGGER + GLIDE;
ent_move(vector((factor-(key_shift*300))*time,0,0),vector(0,0,Z_factor*time));
if(event_type == event_entity)
{
if(you == landpad){Crash_detect.string="LANDPAD";}
if(you == debris){Crash_detect.string="ASTEROID";}
if(you == cometa){Crash_detect.string="COMET";}
}
But now, when colliding with an asteroid, he detects a Comet!!
And when colliding with a comet, he detects nothing.
Landpad detects comet as well...
Really messy

Basically, 50 asteroids are created with ent_create, making instances of this function:
function asteroid()
{
my.enable_entity = on;
my.pan=random(360);
my.tilt=random(360);
c_setminmax(me);
while(1)
{
debris=my;
move_mode=glide+ignore_passable;
ent_move(vector(1,0,0),nullvector);
wait(1);
}
}
Hitting this asteroids would result in their bounce. Replacing the string thing in the colis detection will do the thing.
A single comet, a comet at once, is created occasionally by the same method.
When the program starts, there are no colision. I "summon" a comet, and no colision is detected until he actually hits the xlander (the ship).
After this, the comet is removed, and no colisions are detected.
But when i "summon" another comet, at that right instant, colision is detected. When the comet is EONS away from the ship.
I'm sorry if i'm beeing repetitive, but i guess i'm not explaining my problem right

By the way, is there any tutorial with the same situation? Like a tutorial in AUnlimited or such. I haven't find a specific one, maybe you know some?
I'm very grateful for the time that you spend posting here, thanks!