Sat Jul 04, 2015 8:16 am by raptor
			
			
			We usually use 'events' to send messages to levelgens when certain things happen; however, there isn't one for when a core is destroyed.   But, there is usually more than one way to do things when scripting is involved:
What I like to do is something like this.  In main() in the levelgen, do:
-   Code:
 function main()
    bf:subscribe(Event.ScoreChanged)
    -- global object to keep track of the core I want, this can be used 
    -- anywhere else in the script since it was declared in main()
    core1 = bf:findObjectById(1)
    core1destroyed = false
end
function onScoreChanged(scoreChange, teamIndex, player)
    -- If a score has changed, then some core must have been destroyed.  
    -- This is a workaround for missing onCoreDestroyed event
    if not core1destroyed then
        if core1 == nil or core1:getCurrentHealth() == 0 then
            core1destroyed = true
        end
    end
    
    if core1destroyed then
        -- Do something when core is destroyed
        levelgen:globalMsg("Core 1 was destroyed!")
    end
end