dead = {} require "scriptbank\\ai_soldier" --name of AI script to use (no .lua needed) function ai_respawn_init(e) end --script to be used in conjunction with ai_respawner.lua function ai_respawn_main(e) if dead[e] == nil then dead[e] = 0 ai_soldier_init(e) --init(e) call from the AI script used end --PromptDuration(dead[e],20000) if dead[e] == 0 then Show(e) ai_soldier_main(e) --main(e) call from the AI script used elseif dead[e] > 2 then ai_soldier_init(e) --init(e) call from the AI script used Hide(e) CollisionOff(e) end --if g_Entity[e]['health'] < 1 then --if dead[e] ~= 1 then --dead[e] = 1 --ai_soldier_exit(e) --exit(e) call from the AI script used --end --end end function ai_respawn_exit(e) dead[e] = 1 --ai_soldier_exit(e) --exit(e) call from the AI script used end