UMAN I think the spawn function just needs to be re-worked a bit. A true spawn should not leave a character footprint. This is what seems to be happening. The engine knows that there is supposed to be an object at point A. Even though appearatstart=no, the engine still places the object there anyway. Here are a few things that I have noticed about the spawn settings.
1) If the entity being spawned is holding a weapon and you set the appearatstart=no, and cantakeweapon=yes you can walk through the entities zone and pick up the weapon with out even spawning the entity in question.
2) If you shoot the space where the would be spawned entity was placed you get the blood decal. if you shoot it enough you will kill this entity and the trigger zone you placed for the spawn will not spawn the entity as it's already been killed.
These are all things that I have noticed using the load/unload entity. There needs to be a true spawn feature added. This is what I recommend.
Add a spawn location randomizer. <---this probably one of the most important features that needs to be implemented. this will remove the problem from having footprints on the map.
You can do this in a few different ways.
1) Create a new trigger zone that has a list of all of the character entities. This should editable via .fpi script to allow the integration of future character packs. Use the same interface that you have for the editing of objects in the editor. but change up the trigger zones to add the following
a. slots for all character entities.
b. a numerical input field for how many of each entity you want
spawned.
I think the goal should be to make it based off of grid cords and offset time. so the following would need to be randomized.
1. QTY of entities spawned at a single time
2. place on map where they are spawned
3. time differences when they are spawned.
You could even add this as an area trigger making one large trigger that covers "example" one long hallway with four rooms to each side. when the player enters the hallway or just before he runs into a trigger and by the time he gets to the hallway all of the enemies are spawned in random places. with the randmoizing feature the creator and player will have to play it a different way each time as the entities will not be placed in the same spot twice.
Just a suggestion
RF