SE Custom Enemies Help Thread
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
If you have trouble making you custom enemy work, post here and ask for help!
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
MagicPillow wrote: These keep multiplying...
dinogreen:greendinojump:Code: Select all
{ "quadcount": 1, "movement": "none", "stompable": true, "killsonsides": true, "killsonbottom": true, "jumpsfromblocksbelow": true, "notkilledfromblocksbelow": true, "animationtype": "none", "facesplayer": true, "quadno": 1, "nospritesets": true, "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 4, "quadcenterX": 8, "quadcenterY": 7, "gravity": 40, "static": false, "active": true, "spawnsenemy": "greendinojump", "spawnenemydelays": [0.5], "spawnenemyspeedy": -12, "spawnenemyspeedx": -8, "spawnenemyoffsety": 0, "spawnenemyspeedxtowardsplayer": true, "lifetime": 0.52, "category": 20, "mask": [ true, false, false, false, false, false, false, false, false, true], "emancipatecheck": false, "autodelete": false }
The images are 16x16.Code: Select all
{ "quadcount": 1, "stompable": true, "killsonsides": true, "killsonbottom": true, "resistsfire": true, "starttowardsplayerhorizontal": true, "speedx": 8, "animationtype": "none", "nospritesets": true, "transforms": true, "transformsinto": "dinogreen", "transformtrigger": "floorcollide", "quadno": 1, "width": 0.75, "height": 0.75, "static": false, "active": true, "category": 5, "mask": [ true, false, false, true, true, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, true, false, true, true, false, false, true, false, true, true, true], "gravity": 30, "emancipatecheck": true, "autodelete": true, "offsetX": 6, "offsetY": 3, "quadcenterX": 8, "quadcenterY": 8 }
Decrease the lifetime.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
To 5?alesan99 wrote:Decrease the lifetime.
I tried to make a coin-like enemy and it works just fine, but its sprites arent working correctly. They are just not 16x16 in-game as they are supposed to be and they keep blinking weirdly:
Heres the code:
EDIT: Nevermind, I fixed it
Code: Select all
base=goomba
{
"kills": false,
"killsonsides": false,
"killsontop": false,
"killsonbottom": false,
"animationtype": "frames",
"animationframes": 5,
"animationstart": 1,
"animationspeed": 0.10,
"givecoinwhenstomped": true,
"givecoinwhenshot": true,
"movement": "truffleshuffle",
"truffleshufflespeed": 0,
"truffleshuffleacceleration": 2,
"nospritesets": true,
"width": 0.5,
"height": 0.5
}
Last edited by Tecminer on 20 Mar 2014, 21:08, edited 2 times in total.
add
Code: Select all
"quadcount": NUMBER OF FRAMES
Add this in:
"quadcount": 5
Since you used a Goomba as the base, and it only has two frames, it's treating the coin like it has two frames.
EDIT: ninja'd again
"quadcount": 5
Since you used a Goomba as the base, and it only has two frames, it's treating the coin like it has two frames.
EDIT: ninja'd again
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
can someone make this guy not collide with mario / other baddies.
Code: Select all
{
"quadcount": 4,
"movement": "squid",
"squidfallspeed": 15,
"squidxspeed": 15,
"squidupspeed": 15,
"squidacceleration": 15,
"squiddowndistance": 0,
"squidhordistance": 3,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 2,
"facesplayer": true,
"kills": false,
"jumpsfromblocksbelow": false,
"notkilledfromblocksbelow": true,
"spawnoffsety": -0.1,
"quadno": 1,
"nospritesets": true,
"width": 0.75,
"height": 0.75,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 24,
"quadcenterY": 12,
"gravity": 0,
"static": false,
"active": true,
"category": 20,
"mask": [ false,
true, false, false, false, false,
false, false, false, false, false,
false, false, false, false, false,
false, false, false, false, false,
false, false, false, false, false,
false, false, false, false, false],
"emancipatecheck": false,
"autodelete": false
}
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
- Contact:
"mask": [true]Jackostar10000 wrote:can someone make this guy not collide with mario / other baddies.Code: Select all
{ "quadcount": 4, "movement": "squid", "squidfallspeed": 15, "squidxspeed": 15, "squidupspeed": 15, "squidacceleration": 15, "squiddowndistance": 0, "squidhordistance": 3, "animationtype": "frames", "animationframes": 4, "animationstart": 1, "animationspeed": 2, "facesplayer": true, "kills": false, "jumpsfromblocksbelow": false, "notkilledfromblocksbelow": true, "spawnoffsety": -0.1, "quadno": 1, "nospritesets": true, "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 4, "quadcenterX": 24, "quadcenterY": 12, "gravity": 0, "static": false, "active": true, "category": 20, "mask": [ false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false], "emancipatecheck": false, "autodelete": false }
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
- Contact:
Or "mask": [true, false, true]bubba_nate wrote:"mask": [true]Jackostar10000 wrote:can someone make this guy not collide with mario / other baddies.Code: Select all
{ "quadcount": 4, "movement": "squid", "squidfallspeed": 15, "squidxspeed": 15, "squidupspeed": 15, "squidacceleration": 15, "squiddowndistance": 0, "squidhordistance": 3, "animationtype": "frames", "animationframes": 4, "animationstart": 1, "animationspeed": 2, "facesplayer": true, "kills": false, "jumpsfromblocksbelow": false, "notkilledfromblocksbelow": true, "spawnoffsety": -0.1, "quadno": 1, "nospritesets": true, "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 4, "quadcenterX": 24, "quadcenterY": 12, "gravity": 0, "static": false, "active": true, "category": 20, "mask": [ false, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false], "emancipatecheck": false, "autodelete": false }
This is the tiles category, so it doesn't fall through the floor.
Am I right? I never made a single enemy in my entire life, so I don't know if it is like in mods (it'd be 'mask = {true, false, true}').
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
its meant to not collide with the floor. also not collide with mario.
like its purely decoration.
like its purely decoration.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Well usually with squids, you don't want wall collision unless you'd like them to get stuck.HugoBDesigner wrote:Am I right?
bubba_nate wrote: "mask": [true]
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
k. i dont really know where to place it. can you alter the code i submitted and place it in there. then i can copy paste it easily... i wish i knew more about code :(
Code: Select all
{
"quadcount": 4,
"movement": "squid",
"squidfallspeed": 15,
"squidxspeed": 15,
"squidupspeed": 15,
"squidacceleration": 15,
"squiddowndistance": 0,
"squidhordistance": 3,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 2,
"facesplayer": true,
"kills": false,
"jumpsfromblocksbelow": false,
"notkilledfromblocksbelow": true,
"spawnoffsety": -0.1,
"quadno": 1,
"nospritesets": true,
"width": 0.75,
"height": 0.75,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 24,
"quadcenterY": 12,
"gravity": 0,
"static": false,
"active": true,
"category": 20,
"mask": [true],
"emancipatecheck": false,
"autodelete": false
}
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
this works. kinda. now he cant go through blocks and he can still be collided with from the bottom. can you fix him so he goes through the blocks and cant be collided with from the bottom.
You place the parameters anywhere.Jackostar10000 wrote:k. i dont really know where to place it.
I have some problems with my shooting dalek:
Everytime it is supposed to spawn the enemy "dalekbeam", it crashes. And yes, the enemy "dalekbeam" IS existing.
The Error:
The code:
Everytime it is supposed to spawn the enemy "dalekbeam", it crashes. And yes, the enemy "dalekbeam" IS existing.
The Error:
Code: Select all
{
"quadcount": 1,
"animationtype": "frames",
"animationframes": 1,
"animationstart": 1,
"animationspeed": 0.2,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"movement": "follow",
"followspace": 2,
"distancetime": 0,
"truffleshufflespeed": 2,
"truffleshuffleacceleration": 8,
"spawnsenemy": "dalekbeam",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyoffsety": -1,
"spawnenemytowardsplayer": true,
"width": 2.25,
"height": 2.25,
"static": false,
"active": true,
"category": 5,
"nospritesets": true,
"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, true,
false, true, true, false, false,
true, false, true, true, true],
"emancipatecheck": true,
"autodelete": true,
"smallquad": 3,
"offsetx": 12,
"offsety": -18,
"quadcenterX": 16,
"quadcenterY": 38
}
Last edited by Tecminer on 28 May 2015, 18:14, edited 2 times in total.
- Jackostar10000
- Posts: 417
- Joined: 17 Jun 2012, 12:06
can someone please just help me fix my enemy,
He needs to go through blocks, and players / entities
every time someone does this they leave out the other thing.
He needs to go through blocks, and players / entities
every time someone does this they leave out the other thing.
can you show the dalekbeam code?Tecminer wrote:I have some problems with my shooting dalek:
Everytime it is supposed to spawn the enemy "dalekbeam", it crashes. And yes, the enemy "dalekbeam" IS existing.
The Error:The code:Code: Select all
{ "quadcount": 1, "animationtype": "frames", "animationframes": 1, "animationstart": 1, "animationspeed": 0.2, "stompable": true, "killsonsides": true, "killsonbottom": true, "movement": "follow", "followspace": 2, "distancetime": 0, "truffleshufflespeed": 2, "truffleshuffleacceleration": 8, "spawnsenemy": "dalekbeam", "spawnenemydelays": [0.6, 1.6], "spawnenemyoffsety": -1, "spawnenemytowardsplayer": true, "width": 2.25, "height": 2.25, "static": false, "active": true, "category": 5, "nospritesets": true, "mask": [ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, true, false, true, true, false, false, true, false, true, true, true], "emancipatecheck": true, "autodelete": true, "smallquad": 3, "offsetx": 12, "offsety": -18, "quadcenterX": 16, "quadcenterY": 38 }
The beam's code:
Ok, i fixed it
Code: Select all
{
"quadcount": 4,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.05,
"nocollidestops": false,
"killsenemiesafterportal": true,
"kills": true,
"speedy": 0,
"speedx": -10,
"offsetX": 6,
"offsetY": 2,
"quadcenterX": 8,
"quadcenterY": 8,
"width": 0.75,
"height": 0.75,
"static": false,
"active": true,
"category": 14,
"mask": [ true,
true, false, false, false, true,
true, true, true, true, true,
true, false, true, true, true,
true, true, true, false, true,
true, true, true, true, true,
true, true, true, true, true],
"gravity": 25,
"emancipatecheck": true,
"autodelete": true,
"resistsstar": true
}
Last edited by Tecminer on 21 Mar 2014, 18:40, edited 1 time in total.
You didn't put "spawnenemyspeed" in the dalek's code.
Yes, i noticed and fixed it aleady
- jwright159
- Posts: 442
- Joined: 20 Nov 2013, 22:26
How do you make a goomba follow you but have the same physics as a regular goomba?
Code: Select all
base=goomba
{
"movement": "follow",
"followspace": 2,
"distancetime": 0
}
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
NO YOU DON'T! STOP LYING!!!
Help
Stomp him a little bit and you will see the problem.
Code: Select all
{
"quadcount": 2,
"nospritesets": true,
"turnaroundoncliff": true,
"stompable": true,
"health": 10,
"killsonbottom": true,
"killsonsides": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.2,
"movement": "follow",
"followspace": 0,
"distancetime": 0,
"quadno": 1,
"width": 5.5,
"height": 5.5,
"static": false,
"active": true,
"category": 4,
"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"spawnenemyoffsety": -0.5,
"emancipatecheck": true,
"autodelete": true,
"offsetX": 6,
"offsetY": -1,
"quadcenterX": 16,
"quadcenterY": 16
}
- Áçé Syntax Áçé
- Posts: 106
- Joined: 01 Dec 2013, 09:39
Can you help me make the boss run slower than Mario's swimming animation? Because I wanted to make it a chasing level but it was too fast! Please Help!
Code: Select all
{
"quadcount": 2,
"stompable": false,
"killsonsides": true,
"killsonbottom": true,
"resistsfire": true,
"facesplayer": true,
"animationtype": "frames",
"animationframes": 2,
"animationstart": 1,
"animationspeed": 0.15,
"transforms": true,
"transformsinto": "robobird2",
"transformtrigger": "stomp",
"movement": "truffleshuffle",
"bounces": true,
"bounceforce": 30,
"truffleshufflespeed": 15.0,
"truffleshuffleacceleration": 5,
"speedx": 3.6,
"quadno": 1,
"nospritesets": true,
"width": 7.75,
"height": 7.75,
"static": false,
"active": true,
"category": 20,
"mask": [ true,
false, false, false, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"emancipatecheck": true,
"autodelete": true,
"spawnsenemy": "bullet",
"spawnenemydelays": [4.0],
"spawnenemyspeedx": -5,
"spawnenemyoffsetx": -5,
"spawnenemyoffsety": -5,
"spawnenemyspeedxtowardsplayer": false,
"offsetX": 6,
"offsetY": 3,
"quadcenterX": 8,
"quadcenterY": 8,
"throwquadoffset": 0,
"throwpreparetime": 0
}
Mario's underwater walking speed is 3.5 and mario's underwater running speed is 5.
Just set the "speedx" to a lower number
...
Last edited by Qcode on 21 Oct 2021, 19:20, edited 2 times in total.
I think there shouldnt be a "spawnenemyoffsety" if it doesnt spawn an enemySauloFX wrote:Help
Stomp him a little bit and you will see the problem.Code: Select all
{ "quadcount": 2, "nospritesets": true, "turnaroundoncliff": true, "stompable": true, "health": 10, "killsonbottom": true, "killsonsides": true, "animationtype": "frames", "animationframes": 2, "animationstart": 1, "animationspeed": 0.2, "movement": "follow", "followspace": 0, "distancetime": 0, "quadno": 1, "width": 5.5, "height": 5.5, "static": false, "active": true, "category": 4, "mask": [ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, false, false, true, true, false, false, true, false, true, true, true], "spawnenemyoffsety": -0.5, "emancipatecheck": true, "autodelete": true, "offsetX": 6, "offsetY": -1, "quadcenterX": 16, "quadcenterY": 16 }
Thank you by your help,but i will do another mappack.Tecminer wrote:I think there shouldnt be a "spawnenemyoffsety" if it doesnt spawn an enemySauloFX wrote:Help
Stomp him a little bit and you will see the problem.Code: Select all
{ "quadcount": 2, "nospritesets": true, "turnaroundoncliff": true, "stompable": true, "health": 10, "killsonbottom": true, "killsonsides": true, "animationtype": "frames", "animationframes": 2, "animationstart": 1, "animationspeed": 0.2, "movement": "follow", "followspace": 0, "distancetime": 0, "quadno": 1, "width": 5.5, "height": 5.5, "static": false, "active": true, "category": 4, "mask": [ true, false, false, false, false, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, false, false, true, true, false, false, true, false, true, true, true], "spawnenemyoffsety": -0.5, "emancipatecheck": true, "autodelete": true, "offsetX": 6, "offsetY": -1, "quadcenterX": 16, "quadcenterY": 16 }
I wanted to improve my mechakoopastomped, so that it cant be killed and transforms into a mechakoopa after three seconds, but it just dissapears and doesnt spawn anything. Heres the code:
I think i made progress now, but when I stomp the mechakoopa, it just gives me this error:
Here's the new code:
EDIT: Fixed it by myself
Code: Select all
{
"quadcount": 4,
"nospritesets": true,
"movement": "truffleshuffle",
"truffleshufflespeed": 0,
"truffleshuffleacceleration": 10,
"stompable": false,
"killsonsides": false,
"killsonbottom": true,
"turnaroundoncliff": true,
"starttowardsplayerhorizontal": true,
"speedx": 0,
"spawnenemyspeed": 2.9,
"resistsspikes": false,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.1,
"width": 1.5,
"height": 1.5,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 8,
"quadcenterY": 8,
"mask": [ true,
false, false, true, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"autodelete": true,
"lifetime": 3,
"transforms": true,
"transfromsinto": "mechakoopa",
"transformtrigger": "death"
}
Code: Select all
{
"quadcount": 4,
"nospritesets": true,
"movement": "truffleshuffle",
"truffleshufflespeed": 0,
"truffleshuffleacceleration": 10,
"stompable": false,
"killsonsides": false,
"killsonbottom": true,
"turnaroundoncliff": true,
"starttowardsplayerhorizontal": true,
"speedx": 0,
"spawnenemdelays": [3],
"spawnsenemy": "mechakoopa",
"spawnenemyspeedy": 1,
"resistsspikes": false,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.1,
"stompanimation": false,
"width": 1.5,
"height": 1.5,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 8,
"quadcenterY": 8,
"category": 5,
"mask": [ true,
false, false, true, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"autodelete": false,
"lifetime": 3.1
}
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
Is there possible to make a 16x16 or 16x32 enemy that shoots bullets ? i need a mario or big mario with a gun
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
HowToEatGirafes wrote:Is there possible to make a 16x16 or 16x32 enemy that shoots bullets ? i need a mario or big mario with a gun
Code: Select all
base=goomba
{
"spawnsenemy": "bulletbill",
"spawnenemydelays": [0.6, 1.6],
"spawnenemyspeedx": -4,
"spawnenemyoffsety": -1,
"spawnenemyspeedxtowardsplayer": true
}
- HowToEatGirafes
- Posts: 516
- Joined: 05 Feb 2014, 23:18
- Contact:
Thanks Mr.Q.Marx?
Tecminer wrote:Quick question: Are you able to make an enemy spawn two different enemies seperately?
But I dont want it to be random. I want my firebreathing mechakoopa to spawn some fire and then spawn a normal mechakoopa just before he deletes himself. The enemyspawns are supposed to be controlled seperately
Do something similar to this
Code: Select all
"customtimer": [[0.3, "setspawnenemy", "enemy1"], [0.3, "setspawnenemy", "enemy2"]]
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
I still have no idea what to do. It works correctly except that they keep multiplying...MagicPillow wrote: These keep multiplying...
dinogreen:greendinojump:Code: Select all
{ "quadcount": 1, "movement": "none", "stompable": true, "killsonsides": true, "killsonbottom": true, "jumpsfromblocksbelow": true, "notkilledfromblocksbelow": true, "animationtype": "none", "facesplayer": true, "quadno": 1, "nospritesets": true, "width": 0.75, "height": 0.75, "offsetX": 6, "offsetY": 4, "quadcenterX": 8, "quadcenterY": 7, "gravity": 40, "static": false, "active": true, "spawnsenemy": "greendinojump", "spawnenemydelays": [0.5], "spawnenemyspeedy": -12, "spawnenemyspeedx": -8, "spawnenemyoffsety": 0, "spawnenemyspeedxtowardsplayer": true, "lifetime": 0.52, "category": 20, "mask": [ true, false, false, false, false, false, false, false, false, true], "emancipatecheck": false, "autodelete": false }
The images are 16x16.Code: Select all
{ "quadcount": 1, "stompable": true, "killsonsides": true, "killsonbottom": true, "resistsfire": true, "starttowardsplayerhorizontal": true, "speedx": 8, "animationtype": "none", "nospritesets": true, "transforms": true, "transformsinto": "dinogreen", "transformtrigger": "floorcollide", "quadno": 1, "width": 0.75, "height": 0.75, "static": false, "active": true, "category": 5, "mask": [ true, false, false, true, true, true, false, true, false, true, false, false, false, false, false, false, true, true, false, false, true, false, true, true, false, false, true, false, true, true, true], "gravity": 30, "emancipatecheck": true, "autodelete": true, "offsetX": 6, "offsetY": 3, "quadcenterX": 8, "quadcenterY": 8 }
Last edited by MagicPillow on 05 Apr 2014, 00:06, edited 1 time in total.
Change the dinogreen's spawnoffsety to -1 or lower.
So...does it multiply or not.
- MagicPillow
- Posts: 1108
- Joined: 20 Jul 2013, 04:59
- Contact:
Judging by what I saw when editing the frames of that gif...alesan99 wrote:So...does it multiply or not.
I think so.
alesan99 wrote:Do something similar to thisCode: Select all
"customtimer": [[0.3, "setspawnenemy", "enemy1"], [0.3, "setspawnenemy", "enemy2"]]
Code: Select all
{
"quadcount": 4,
"nospritesets": true,
"movement": "truffleshuffle",
"truffleshufflespeed": 0,
"truffleshuffleacceleration": 10,
"stompable": true,
"killsonsides": true,
"killsonbottom": true,
"faceplayer": true,
"turnaroundoncliff": true,
"starttowardsplayerhorizontal": true,
"speedx": 0,
"spawnsenemy": "mechakoopa",
"spawnenemydelays": [3],
"customtimer": [[0.3, "setspawnenemy", "fire"], [1, "setspawnenemy", "mechakoopa"]],
"resistsspikes": false,
"animationtype": "frames",
"animationframes": 4,
"animationstart": 1,
"animationspeed": 0.1,
"width": 1.5,
"height": 1.5,
"offsetX": 6,
"offsetY": 4,
"quadcenterX": 8,
"quadcenterY": 8,
"mask": [ true,
false, false, true, false, true,
false, true, false, true, false,
false, false, false, false, false,
true, true, false, false, false,
false, true, true, false, false,
true, false, true, true, true],
"autodelete": false,
"transforms": true,
"transformsinto": "mechakoopa",
"transformtrigger": "death",
"lifetime": 4.1
}
Change "setspawnenemy" to "setspawnsenemy".