I think I remember a Gayo/vec post on this somewhere, but can't find it. Basically EntityStop() doesn't halt the entity dead, it always finishes the last bit of the movecode. So in this example:
EntityMove(2, "w1500");
WaitUpdate(1000);
EntityStop(2);
EntityMove(2, "l2");
The entity waits for 15 seconds, when I only want it to wait for 10. So, does anyone know a way of completely aborting the movecode? I need this to emulate per-pixel movement, until vec makes "p" in movecode work. It also causes me problems all over with everything else too.
Zip