I was able to get the explode command to work with playertake/drop. However, the player is right on top of the dropped entity. Here is the test code for this:
:state=0:state=2
:state=2,plrdistwithin=40:playertake,state=3
:state=3,scancodekeypressed=35:playerdrop,activate=2
:state=3,activated=2:rpg_showquicktext=b-24 Should Explode!,rpg_wait4enter,activate=1,state=7
:state=5,timergreater=250:rpg_showquicktext=b-24 Should Explode!,rpg_wait4enter,state=7
:state=7,activated=1:rpg_explodeentity
I'm using rpg mod so I can use the quicktext command to help in the debugging. Don't worry about my use of the commands "activate" and "activated". They aren't needed but I was checking out if other commands work. You see "scancodekeypressed" doesn't seem to work after a playerdrop. The following code is similiar to the above except I use a key press command.
:state=0:state=2
:state=2,plrdistwithin=40:playertake,state=3
:state=3,scancodekeypressed=35:playerdrop,activate=2
:state=3,activated=2:rpg_showquicktext=b-24 Should Explode!,rpg_wait4enter,activate=1,state=7
:state=5,timergreater=250:rpg_showquicktext=b-24 Should Explode!,rpg_wait4enter,state=7
:state=7,activated=1:state=9
:state=9,scancodekeypressed=25:rpg_explodeentity
You will notice I just went to another state in order to use the key press command. Doesn't work. Won't explode.
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OliveTreeGames