I have not tested this script but here ya go:
:state=0,activated=0,plrwithinzone=1:activateifused=1
:state=0,activated=0,plrwithinzone=0:activateifused=0
:state=0,activated=1:state=1
Put that into a triggerzone where you want the player to be in order to spawn enemies. Set the triggerzone's "IfUsed" field to the name of your enemy entity.
Now alter your enemie's AI script to include this:
:activated=0:spawnoff
:activated=1:spawnon
Just stick those two lines at the beginning or end of the ";Triggers" section of the the enemy's AI script.
[EDIT]
Oh yeah, you'll need to set this entity's Spawning options as follows:
Spawn at Start = No
Max at any time = <max amount you want at any specific time>
Max Spawned = 9999
Spawn after delay = No
Spawn when dead = No
Number to spawn = 1
The rest of the options can be left as they are.
[/EDIT]
Now, for the third script. You wanted it so when the player kills a certain enemy, then the enemy spawner will not work. Okay make this script:
:state=0:activateifused=1,state=1
:state=1:destroy
Set the target enemy's "Destroy AI" script to this script. Also, set that enemy's "IfUsed" field to the name of your triggerzone.
That oughta do it for ya... let me know how it goes. It's kinda complicated, but it should do it's job.
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