You can call that (event_type == EVENT_IMPACT) only after collusion, look at the manual.
For making pickable coins, you better do something like this:
Code:
action coin()
{
   set(my,PASSABLE); // no collusions with player
   while(vec_dist(my.x,player.x) > 40) // while player is far than 40 quants
   {
      my.pan += 5 * time_step; // rotate coin
      wait(1); // increase this if you'll have problems with FPS
   }
   // if player is closer than 40 quants (while loop isn't true)
   coins += 1;
   wait(1);
   ent_remove(my);
}




Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung