I came up with a solution that is simple but has a slight down-side which is not a real problem -- at least for me.
Butters got me to thinking about keys and especially the "ifused" property which is not found in a characters property list. Without going into a lot of explanation here is what I did and this is the
down-side.
I hard-coded into the .fpe of the character I tested this line:
ifused = test
I then made sure that the bin and dbo files were deleted just in case it made a difference.
I then added in an already existing destroy fpi,
activateifused=1, just before the "destroy" action. See code.
;Artificial Intelligence Script
;Header
desc = Fade Out Disappear
;Triggers
:state=0:state=1
:state=1,alphafadeequal=100:decalphafade=0
:state=1,alphafadeequal=0:state=2,activateifused=1,destroy
;End of Script
I then placed the character with the changed fpe on the map and made sure that the "fadecorpse" fpi was in the destroy property. Then I put another character on the map, renamed it test and set spawn at start to "NO". Set Max at anytime, Maximum spawn, and Number to spawn all to 1.
When you kill the entity that had the fpe changed it will then activate the other entity just before it is destroyed.
My plan is to use the Create entity utility and create special characters using the character of my choice, give them different names. These would only be used for spawning another entity and that is the beauty of it, you can spawn any entity (except an invisible wall -- haven't figured that one out yet). Anyway each character would have a hardcoded "ifused" property assigning a value of different names for each new character.
These instructions were not step by step and I hope that they are not too confusing as it is almost 4 in the morning. I got this idea and tested it when I got up to do my nightly duty. A person seems to have to do that more often when they are older.
As opposed to Highlander.