This one works (TESTED), when you are making multiply entities, and need pointers for them, better use defines, not var and ENTITY*. Look all code careful, if you'll have any questions, ask me dude, I'll be happy to help. Here you go bro:
Code:
////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////

#define g_over skill10
#define ship 1

////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////

function game_over()
{
	if(event_type == EVENT_IMPACT || event_type == EVENT_ENTITY)
	{
		wait(1);
		//UNCOMMENT THIS IN YOUR SCRIPT
		//ent_remove(t_bod);
		//ent_remove(t_gun);
		my.g_over = 1;
		//ent_create("invader_over.mdl", vector (1000, 50, 20), NULL); //create lose frame
	}
}

action invader_attack()
{
	var attack = 0;
	set(my, PASSABLE);
	while(my)
	{
		wait(-1);
	}
}

action invader_one()
{
	c_setminmax(me);
	my.skill47 = ship; // I'm the ship
	my.g_over = 0; // the game isn't over for me yet
	my.emask |= (ENABLE_ENTITY | ENABLE_IMPACT);
	my.event = game_over;
	while(my.g_over != 1)
	{
		my.pan += 0.7;
		//UNCOMMENT THIS IN YOUR SCRIPT
                //c_move (my, vector(imix, imiy, imiz), vector(imiax, imiay, imiaz), IGNORE_PASSABLE); // move the invader according to the ai action
		wait(1);
	}
	ent_remove(me);
}

action invader_two()
{
	c_setminmax(me);
	my.skill47 = ship; // I'm the ship
	my.g_over = 0; // the game isn't over for me yet
	my.emask |= (ENABLE_ENTITY | ENABLE_IMPACT);
	my.event = game_over;
	while(my.g_over != 1)
	{
		my.pan += 0.7;
		//UNCOMMENT THIS IN YOUR SCRIPT
                //c_move (my, vector(imix, imiy, imiz), vector(imiax, imiay, imiaz), IGNORE_PASSABLE); // move the invader according to the ai action
		wait(1);
	}
	ent_remove(me);
}

action invader_three()
{
	c_setminmax(me);
	my.skill47 = ship; // I'm the ship
	my.g_over = 0; // the game isn't over for me yet
	my.emask |= (ENABLE_ENTITY | ENABLE_IMPACT);
	my.event = game_over;
	while(my.g_over != 1)
	{
		my.pan += 0.7;
		//UNCOMMENT THIS IN YOUR SCRIPT
                //c_move (my, vector(imix, imiy, imiz), vector(imiax, imiay, imiaz), IGNORE_PASSABLE); // move the invader according to the ai action
		wait(1);
	}
	ent_remove(me);
}




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