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July 25th 2010, 07:24 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Mind that the external()-ed script is attached to the same sprite (or 1000, or 0) as the script that called it. Specifically, this means that once you somehow get rid of &current_sprite, the external() script will stop as well.

(idle rambling: I'm not sure what happens with the caller script if you put script_attach(1000) in an external() procedure.)

From looking at the source, sp_kill and sp_active do the same thing (by which I mean that sp_kill eventually sets sp_active to 0), but you can put in some delay with sp_kill. There may or may not be a one-frame delay by default, I don't know that, but if there's a difference in behaviour, that's where it is.