Just add an extra parameter to the ACTORcreate function which tells you which MeshTemplate to copy. Like so...
There are much neater ways of doing this but it'll give you a start.
Stevie
Const ID_PLAYER = 0 Const ID_MONSTER1 = 1 Const ID_MONSTER2 = 2 Global skifiguy = LoadMesh( "Scifigui"): HideEntity skifiguy Global Monster1 = LoadMesh( "Monster1") : HideEntity Monster1 Global Monster2 = LoadMesh( "Monster2") : HideEntity Monster2 ACTORcreate( ID_MONSTER1 , Monster1 , 10, 5550 ) ;------------------------------------------------------------ Function ACTORcreate( ID , MeshTemplate , Number = 1 , Points = 0 ) For loop = 1 To Number a.actor = New actor a\entity = CopyEntity( MeshTemplate ) ;SG a\ID = ID a\Points = Points ;SG EntityType a\entity,TYPE_BADGUY EntityRadius a\entity,rsize# Animate a\entity,1,.5,1 PositionEntity a\entity,Rnd(1,200),32,Rnd(1,290) ScaleEntity a\entity,.12,.12,.12 NameEntity a\Entity, Handle(a) Next End Function
There are much neater ways of doing this but it'll give you a start.
Stevie