@txesmi - Yes indeed. I'm super rusty. You are totally correct. It's the me/you pointers that are set to NULL. I Apologise.

@Spawn wrap it into the owner action like.
Code:
Action owner()
{
 // Owner Stuff 
 stuff ;
 // Hbar stuff
 Entity* ent_hbar = Ent_create(//healhbar modle);
 set (ent_hbar, BRIGHT | PASSABLE);
	ent_hbar.lightrange =60;
	ent_hbar.ambient = 60;
 
 while(my.health > 0)
 {
   // Owner Stuff 
   stuff;
   // Hbar stuff
   if (my.health > 0)
		{
			vec_set (ent_hbar.x, my.x);
			ent_hbar.z += 15;
			
			ent_hbar.scale_x =  my.health *0.2; // skill20 aka "health" stores the health for each entity
		
		}
               
                  
                    
                   
          Wait(1);
         }
ent_remove(ent_hbar);
ent_remove(me);
  }



From mobile, check for errors.