the only place that I will be using this code is in the character creation process. after you have selected the character then the save array will contain an index ie.. water_mutant=1 copy this into slot1_save_array[2] , then when you load the acuatual level we look at the index and pull the approriate model. ie. if slot1_save_array[2] == 1 call the function that will place the model. Then I can see using the synonym, I dont want a continual running funciton. thats one reason I am trying to do this the brute force way. but I am thinking it might be easier to try the way your talking about.It seems either way that I will have to use a synonym so that I can remove the figures. The nice part of doing it with the create is that you dont have to all the models in the level.

heres is what i have so far
synonym syn_male_fire_mutant{type entity;}

ACTION spawn_male_fire
{syn_male_fire_mutant=ME;
syn_male_fire_mutant.INVISIBLE=OFF;

}
the .invisible=off; is giving me empty synonym error if I remark it out then the error goes away.
Hell I cant even get one model to become visible right now much less than 42 models.
As soon as I figure out this then I will give you the code.