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February 27th, 01:47 PM
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Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
On the "Variables" page, the missile_target var is stated as indicating the last known target to be hit by a missile, however this only appears to be the case if the target sprite lacks a script (someone please confirm).

Wait wtf. Indeed if you constantly check &missile_target (I spawned a script and had Dink say it every wait 0), it's "1" when firing at things with scripts. But then how does stuff like in the fireball script work where it does a check for is_script_attached(&missile_target) to run the die procedure on trees with scripts when you hit them, and it works? When a missile hits a scripted sprite does it actually store the correct active sprite number and then immediately revert back to storing 1?

Ok yeh, that is what it does by the looks of it in testing.. if you hit a sprite with a script it does indeed store it's active sprite number in &missile_target but on the next wait() &missile_target will change to "1". Whyyyyyyy?!