in short:
referencing the scriptinstancelist of an *empty sprite* (note that *empty sprites* are dynamically assigned sprites as well) will 'kill' the sprite (-> no more events from the score/director).
the only workaround I found so far, is to set the SIL to something (e.g. []) in a frame, where there is something in the channel *physically* !
I once toyed with adding more than one instance to the scriptchannel.
It works, but you need to explicitly remove the extra instance(s) before leaving the 'script-sprite', or the scriptchannel will ignore subsequent 'script-sprites'.
Maybe these phenomenons are related?
Did you ever try to empty the scriptInstanceList of your puppet (deleteAll), before leaving it, and see if that cured the problem?
Jakob
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