Here is a workaround (ignore my version of the radar code):
function g3_handle_radar {
my.skill99 = 1;
while(player == null) { wait(1); }
while(me && my.skill99 ) {
if(vec_dist(my.x,player.x) < 3100) {
if(my.hv_team == 1) { pan_temp = pan_create("bmap = bmp_radar_friend; flags = visible,refresh,filter;",4); }
else { pan_temp = pan_create("bmap = bmp_radar_enemy; flags = visible,refresh,filter;",4); }
my.skill92 = handle(pan_temp);
while(vec_dist(my.x,player.x) < 3100 && my.skill99 ) {
pan_temp = ptr_for_handle(my.skill92);
vec_set(temp,player.x);
vec_sub(temp,my.x);
vec_to_angle(my.skill97,temp);
my.skill98 = bmap_width(bmp_radar)/192*vec_dist(my.x,player.x); // because the code was for 192pixel radar
pan_temp.scale_x = 0.85-vec_dist(my.x,player.x)/(4500);
pan_temp.scale_y = pan_temp.scale_x;
pan_temp.pos_x = panel_radar.pos_x+bmap_width(bmp_radar)/2-my.skill98/(36)*sin(player.pan-my.skill97)-16*pan_temp.scale_x;
pan_temp.pos_y = panel_radar.pos_y+bmap_height(bmp_radar)/2+my.skill98/(36)*cos(player.pan-my.skill97)-16*pan_temp.scale_x;
wait(1);
}
pan_temp = ptr_for_handle(my.skill92);
pan_remove(pan_temp);
my.skill92 = 0;
}
wait(1);
}
if(my.skill92 != 0) {
pan_temp = ptr_for_handle(my.skill92);
pan_remove(pan_temp);
}
}
and when your enemy dies:
my.skill99 = 0;
wait(1);
ent_remove(me);
Felix