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:
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?