Original Post
i have one script tied to a 3d object. each object can appear multiple times in the screen, so each script instance is assigned a context upon creation. all these contexts will be stored so that it will be reused until the 3d object is to be removed from screen. only 1 engine is used. seems to have some random blocking when my player1 script calls FireEntity. but is what i am doing correct ? can angelscript support the creation of a new context when another context is still executing. the instances may grow even more when collision comes in. -------- c++ -------- FireEntity (string name) { AddObject (name); } AddObject (string name) { create new context *ctx; ctx->execute (init); } ------- angelscript player1.sc ------- void init() { } void move() { FireEntity ("bullet"); } -------- angelscript bullet.sc ------- void init() { } void move() { } -------- angelscript grenade.sc ------- void init() { } void move() { FireEntity ("explosion"); }