I was attempting to comprehend RTS movement and came to the point where I was able to spawn graphical waypoints and have them destroy when the unit reaches them. That's when the problem appeared.
http://dl.dropbox.com/u/4850857/RTS%20Movement.cap
The cap itself, just so we're clear.
The problem is as such.
Each click, after activating the unit's movement, sets up a graphical waypoint with a PV set to a GV that goes up on each click.
When the unit arrives at a waypoint, the sprite of the waypoint is set to destroy, by picking the one with the lowest PV.
The issue rises when Contruct deems it right to destroy the number of waypoints forward equal to the PV of the current one, rather than the one.
Not sure if I am clear enough, but the cap is easy enough to decipher.
Any help or insight appreciated.