[quote:1vrwfzku]So in your example is the enemytype set against the enemy object or the spawnpoint or both?
EnemyType instance variable is defined on the spawnpoint object. And then you set it either to "z" or "v" for each of the 24 spawnpoint instances that you have.
You can do something similar with enemies objects - create a bunch of instance variables to store enemy type, health, damage, armor etc. etc..
Note, that I updated the picture in my previous comment, there was a slight mistake - you need to first pick spawnpoints by EnemyType and then loop through them.
Hi dop2000 , I must be missing something with my logic here because using your example (the updated one) no objects are being spawned
How does the enemytype variable logic work , if I am calling this by a function, does this need a parameter?
** EDIT **
Found the issue missed out the * loopindex after the wait 0.5 doh! . However with your logic the overlapping issue has come back, should I still be using the used true/false or destroy options ?