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Question by Iceman314 · Apr 04, 2011 at 07:35 PM · fpstutorial

HELP with respawn point scripting

Using the default "orb" enemy that unity gives you for the 3d shooter example, i made a respawn point with this:

using UnityEngine; using System.Collections; using System.Collections.Generic;

public class EnemySpawn : MonoBehaviour {

public string pointName;

public Vector3 point;

public GameObject entity_type;

public int defaultLeash;

public List<Object> entity_list;

public float spawnTimer, spawnTimeout, clampX, clampZ;

public int xRange, zRange, spawnCount;

void Start () { point = transform.position; defaultLeash = 20; spawnTimer = 0.0f; spawnTimeout = 5.0f; spawnCount = 5; }

void Update () {

 spawnTimer += Time.fixedDeltaTime;

 if (spawnTimer &gt; spawnTimeout &amp;&amp; entity_list.Count &lt; spawnCount)
 {
     clampX = Random.Range(point.x - xRange, point.x);
     clampZ = Random.Range(point.z - zRange, point.z);
     entity_list.Add(Instantiate((Object)entity_type, new Vector3(clampX, point.y, clampZ), new Quaternion()));
     spawnTimer = 0.0f;
 }

}

}

All the orbs do is hit the ground firing randomly, rather than floating and tracking me like they are supposed to... is this a problem with the respawn point or with the orb script??? HELP!!!

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Answer by Parthon · Apr 04, 2011 at 08:23 PM

Definitely with the orb script, there's nothing in the spawn script that affects how the orb behaves.

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