Set the
spawn at start to
no and the
spawn after delay to
yes then change the name to
bloodspawn1 (or whatever you want to call it, just make sure its a unique name that is not being used anywhere else on the map).
Then place this script in the
Main on the entity you want to walk passed to activate the blood
;Artificial intelligence script
;Header
Desc = entity is activated when player walks passed it
;triggers
:state=0,plrdistwithin=50:state=1
:state=1,settargetname=bloodspawn1:activatetarget
;End of script
NOTE: I did not have time to test this script so if it does not work let me know and I'll try to fix it