It seems that this doesn't work. Ok here's my code.
You see: In the second frame, victim points to an entity which has allready been removed so the engine crashes.
ENTITY* jet = ent_create(...);
function example() {
wait(1);
ent_remove(jet);
}
action turret() {
ENTITY* victim = jet;
...
while(1)
if (victim != NULL) {
victim.LIFE -= time_step; // crash
}
}
}