Tbh m8 i was watching Lee's video on respawning which didn't work so started adding some conditions which "cough" didn't work :/
then came across Fumar's script below
-- 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 spawnmaker2_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 = 2 , max_live = 4 , delay = 2000 }
-- 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 spawnmaker2_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 spawnmaker2_exit(e)
end
which i cannot seem to get to work, I've also tried smallg's respawner script which also doesn't want to work for me? ....coffee time methinks.
Intel i5 4950 Quad core 3.3ghz AMD FX 6300 x6 cores 3.5ghz(unclocked)
8gb Ram 8gb Ram
XFX R5 2gb AMD Radeon HD 6670 2gb
and a well fed mouse on a wheel
I only smile because i have absolutely no idea whats going on