The script complies now.
Quote

INIT--

//beta - (Big thanks to LaughingLeader)
//Replace this with your actual trigger
DB_MonkWorks_LevelTransitionTrigger((TRIGGERGUID)LevelTransition_Level1_bdc5b3da-041a-4d98-bb68-149869203e83);

KB--

IF
CharacterEnteredTrigger(_Character, _Trigger)
AND
DB_IsPlayer(_Character)
AND
DB_MonkWorks_LevelTransitionTrigger(_Trigger)
AND
NOT DB_MonkWorks_CleanupRunning(_)
AND
MonkWorks_QRY_CleanupNeeded()
THEN
DB_MonkWorks_CleanupRunning(1);
MonkWorks_System_Cleanup();

QRY
MonkWorks_QRY_CleanupNeeded()
AND
SysCount("DB_MonkWorks_SpawnedEnemies", 2, _TotalEnemies)
AND
_TotalEnemies > 0
THEN
DB_NOOP(1);

PROC
MonkWorks_System_Cleanup()
AND

/* Thanks LarIlya!! :)*/
DB_MonkWorks_SpawnedEnemies((STRING)_Type, (CHARACTERGUID)_Enemy)
//

THEN
SetOnStage(_Enemy, 0);
NOT DB_MonkWorks_SpawnedEnemies(_Type, _Enemy);

PROC
MonkWorks_System_Cleanup()
AND
NOT DB_MonkWorks_SpawnedEnemies(_,_)
THEN
NOT DB_MonkWorks_CleanupRunning(1);



OK let me go and get a test area set up to see if we can get/see some working clean ups

Last edited by Detect; 20/03/18 11:10 PM.