denmengrel,
The scripts in question were made a long time ago.
FPSC has changed a great deal since then so I am not sure whether or not they still work with the most recent versions. However if you look at the scripts involved you can see the principle involved so you may need to take any current versions of those scripts from the latest versions and update the code to suit.
Effectively you simply need to spawn entities on player proximity to them when the player appoaches via a trigger zone and destroy them once the player has gone past them again using player proximity.
They were designed to be used so that if the player returns in a backwards direction through the level in a non linear fashion then again another zone has to be placed the opposite side of the entities that will trigger the respawning of the entities.
Thus when you get to an area that the entities should exist they are spawned and when you pass by beyond the specified distance they are destroyed again.
In fact at the time the scripts were made it was not a simple operations its was a little tricky to set up as the standard Trigger zone scipts would not work which is why an updated one is included.
The scripts were a work in progress if you like created to offer an option to help optimise levels by removing unecessary entities of all kinds not just enemies when not needed.
I myself have not worked with FPSC a great deal for a long time due to the nature of its issues and ongoing development and I had always intended to update the much needed feature and the scripts if and when FPSC is in a fit condition for me to use in development. To date that has not been the case.
I would suggest as always that you wait and see what updates to FPSC might bring before building a game using these scripts so that they can be adapted and improved where necessary to function with any new version you will run with for development.
Hopefully the migration version may offer that opportunity or not as the case may be and it may be a long time before we are able to ascertain whether or not that will be the case.
If and when it comes out then you may need this feature or not? who knows. Certainly not I.
In the mean time if you want to use them some studying the scripts and tweaking code and the level contents should get them to work although as always I guess FPSC may be somewhat erratic in its likeing of each and every individual set up so trial and error may be necessary. Instability will cause many script and entity behaviours to go haywire so for some it may be harder to get things to work than for others.
As said in the original thread I dont really support the scripts as they should work for all with a little tweaking of components, content or scripts. It just spawn and destroy entities so everyone should be able to get that to work.
As promised all those years ago if I ever pick up FPSC again perhaps when the Migration comes out I may look at updating the scripts and feature if its needed and if no one else does.
Certainly it would be very helpful to all users if such a feature was included by default in FPSC though that may not ever be the case so I guess it may be necessary for users to provide it for themselves if at all possible.
Cheers.