Originally Posted By: EvilSOB
Could be because follower action is starting "too" quickly, before my is finished being created.
Try this.


Thanks EvilSOB, that works.

Now I must know when entity is destroyed to stop setting position of follower. I wrote something like this:

Code:
action follower_action()
{
        wait(1);
        while(1)
        {
                ENTITY* ent = ptr_for_handle(my.skill10);
                if (ent != NULL)
                    vec_set(my.x,ent.x);
                wait(1);
        }
}


If new entity appears in the meantime after current one is destroyed, follower jumps on that new entity as if handle has been reassigned to new entity. How can I positively detect that the original entity has been destroyed?