-- LUA Script - precede every function and global member with lowercase name of script -- 1. - Use a cover zone and set "Main" to this script -- 2. - Enter the ID of each enemy you like in enemies{} and determine the number of respawns and delay to next respawn after enemy death there as well. function spawnmaker_init(e) spawnmaker_cycle = 0 enemies = {} --[[ syntax: enemies[0] = { id = enemy ID , max_live = max respawns , delay = delay to next respawn (milliseconds) } example: enemies[1] = { id = 5 , max_live = 3 , delay = 6000 } enemies[2] = { id = 7 , max_live = 2 , delay = 3000 } ... --]] enemies[0] = { id = 5 , max_live = 4 , delay = 9000 } enemies[1] = { id = 7 , max_live = 3 , delay = 6000 } enemies[2] = { id = 8 , max_live = 2 , delay = 3000 } --enemies[3] = { id = , max_live = , delay = } --enemies[4] = { id = , max_live = , delay = } --enemies[5] = { id = , max_live = , delay = } --enemies[6] = { id = , max_live = , delay = } --enemies[7] = { id = , max_live = , delay = } --enemies[8] = { id = , max_live = , delay = } --enemies[9] = { id = , max_live = , delay = } end function spawnmaker_main(e) if g_Time > spawnmaker_cycle then for i = 0, #enemies do if enemies[i].max_live > 0 then spawnmaker_cycle = g_Time + enemies[i].delay if g_Entity[ enemies[i].id ][ 'health' ] <= 0 then enemies[i].max_live = enemies[i].max_live - 1; if enemies[i].max_live > 0 then Spawn( enemies[i].id ) end end end end end end function spawnmaker_exit(e) end