@ Moraldi
On that way you suggest I have one Trool more on scene(origin) and I dont want it..so what i did is this:
Character(CharIndex)=LoadAnimMesh("L1_Characters\Troll\Idle_01.b3d")
Troll\ID=Character(CharIndex)
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\Idle_02.b3d")
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\Idle_03.b3d")
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\walk.b3d")
.
.
Troll\Index=CharIndex
..and so on...where CharIndex I increase every time I load new character..
and deleting it as:
For Troll.enemy=Each enemy
If Troll\Dead
DeleteIndex=Troll\Index
Delete Troll
FreeEntity Character(DeleteIndex)
End If
Next
..this works just fine for me..
On that way you suggest I have one Trool more on scene(origin) and I dont want it..so what i did is this:
Character(CharIndex)=LoadAnimMesh("L1_Characters\Troll\Idle_01.b3d")
Troll\ID=Character(CharIndex)
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\Idle_02.b3d")
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\Idle_03.b3d")
LoadAnimSeq(Troll\ID,"L1_Characters\Troll\walk.b3d")
.
.
Troll\Index=CharIndex
..and so on...where CharIndex I increase every time I load new character..
and deleting it as:
For Troll.enemy=Each enemy
If Troll\Dead
DeleteIndex=Troll\Index
Delete Troll
FreeEntity Character(DeleteIndex)
End If
Next
..this works just fine for me..