Some questions about "register_on_entity_destroyed"
Posted: Sun May 09, 2021 8:47 am
Is this okay and safe to use register_on_entity_destroyed with "text" entity instead of on_nth_tick in some cases? Although, it can be too "dirty"...
For instance: a script would change 3 times certain UIs/entities after each ~180 Nth tick or even change it after ~180, 480, 3600 Nth tick.
Or for some unique delayed events, for instance: A player destroyed some unique entity, a function in register_on_entity_destroyed due to the entity will create another dummy entity to make 1 another delayed event.
For instance: a script would change 3 times certain UIs/entities after each ~180 Nth tick or even change it after ~180, 480, 3600 Nth tick.
Or for some unique delayed events, for instance: A player destroyed some unique entity, a function in register_on_entity_destroyed due to the entity will create another dummy entity to make 1 another delayed event.