I am workin with gs since a4 but never got this problem.
I have a block in my level, that got hit 2 times by a ball.
This block has no while loop, because it is passive. The only thing attached is an event_impact event.
Now I want to remove this entity after the second hit (hits are counted in an entSkill. HOW do I do that without letting the engine whine about : invalidCall in event ...
Is it only possible to remove entitys in the "agressor" function.
if yes, this concept is stupid, because my ball entity has a lot of other stuff to do and the event function is very crowded allready.