@txesmi - Yes indeed. I'm super rusty. You are totally correct. It's the me/you pointers that are set to NULL. I Apologise.
@Spawn wrap it into the owner action like.
Action owner()
{
// Owner Stuff
stuff ;
// Hbar stuff
Entity* ent_hbar = Ent_create(//healhbar modle);
set (ent_hbar, BRIGHT | PASSABLE);
ent_hbar.lightrange =60;
ent_hbar.ambient = 60;
while(my.health > 0)
{
// Owner Stuff
stuff;
// Hbar stuff
if (my.health > 0)
{
vec_set (ent_hbar.x, my.x);
ent_hbar.z += 15;
ent_hbar.scale_x = my.health *0.2; // skill20 aka "health" stores the health for each entity
}
Wait(1);
}
ent_remove(ent_hbar);
ent_remove(me);
}
From mobile, check for errors.