Quote: "How did you make the zombie stop moving when he reached the barrier?"
Reachtarget
The ... is a bunch of states in between that I don't show here, but this
...
:state=5:animate=2,movetotarget
:state=5,reachtartget=1:state=10
...
:state=10:timerstart,state=11
:state=11:globalvar=12
:state=11,timergreater=4000:incvar=1,animate=92,state=12
:state=12,timergreater=5000:state=13
:state=13:rotatetoplr,movefore=2
:state=13,plrwithinzone=1:plraddhealth=-100,state=1
should answer your question.
There is no point in me showing the whole script because ti still needs work. (should be using multiple timer not global timer)
The barrier has its collision on (colon) when it is in the built idle state.
It has its collision turned off (coloff) when it is in the torn-down idle state.
A trigger zone checks for your board count and decrements the value when spawning the barricade, then it destroys itself.
The barricade then handles the tear down and rebuilds with animated states.
It works better for me than destroying and spawning multiple barricades.