if you want to input all the individual entity numbers it's possible to do it all from 1 script however it's generally easier to attach the script to all entities to be effected and then you can simply use 'e' (which refers to it's own number)
basically think of the global as more of a settings store which should be used as an information reference, not as an active script
i'm not sure i understand what you're asking for, you say not a respawn and yet you have something relating to 0 HP... are you looking to spawn the next enemy after 1 dies?
you will still need the script attached to each enemy which tells them how to act (shoot player etc) 'in most cases this will be 'ai_ something.lua' so you will need to copy & save that so you can modify it to suit your new needs.
the default timer 'GetTimer(e)' works in milliseconds.
there is also an exit call on scripts which gets updated once an enemy is killed, you may want to place some code there to spawn the next enemy
if you place them in order on the map you could simply call
Spawn(e+1)
on each entity (just set an if statement to handle the last call so it wont error - or place at least 1 object after all enemies)
you could however definitely check for the random number to spawn enemies but remember scripts get checked constantly so you would need a very large range otherwise they would spawn very close together (time wise)
for position you set the entity number along with the coords in the call so up to you how you do it.
hope that helps
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