local spawned = {} ai_soldier_combatshoot = require "scriptbank\\ai\\module_combatshoot" function spawn_in_when_dead_init(e) end function spawn_in_when_dead_main(e) if g_Entity[e]['activated'] == 1 then if spawned[e] == nil then spawned[e] = 0 end if spawned[e] == 0 then spawned[e] = 1 CollisionOff(e) SetPosition(e,g_Entity[last_dead]['x'],g_Entity[last_dead]['y'],g_Entity[last_dead]['z']) SetRotation(e,g_Entity[last_dead]['anglex'],g_Entity[last_dead]['angley'],g_Entity[last_dead]['anglez']) CollisionOn(e) ai_soldier_combatshoot.init(e,ai_combattype_regular) --remove this if not using stock AI end SetActivated(e,2) end if g_Entity[e]['activated'] == 2 then --do script here ai_soldier_combatshoot.main(e,ai_combattype_regular,ai_movetype_usespeed) --remove this if not using stock AI end end