Thanks for the reply Helghast.
I've try your suggestion but not working.. it remove all the obstacle objects even the player doesn't collide. By the way, just a side-note question, I've already assigned the "my" pointer to player. Would it not get conflict re-assigning the "my" pointer to the obstacle object...? Because as you see in the action code for the obstacle object (actWaterBottles) i'm still using the "my" pointer..
Back to my problem... As i've observed, when you add model/object to WED (just the same object you've added for obstacle), WED would name it like XXXX_mdl_0, XXX_mdl_1, etc. (XXX=any file name) but this all objects are pointing to one action in which I enable the EVENT_IMPACT, so, when the player collides with the obstacle object I just remove the specific obstacle object (XXX_mdl_0, XXX_mdl_1, etc.) but i don't know how to remove it one by one for a specific obstacle object?
Using ptr_remove() and ent_remove() will remove all obstacle obect...
One solution approach I can think of, is to separate the obstacle object action but the action code would function the same.. but this isn't a generic solution approach..
Any idea how I could treat it?
Thanks