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    Kel'Thuzad spawn issues

    I'm having a little issue with the spawns on Kel'Thuzad. The script below (I hope that is the part making this problem happen) causes the spawns (Soldiers of the Frozen Wastes is the one I tested) to dissapear the moment they spawn. They just appear and dissapear, and if you stand right where they spawn, they hit you once or twice. I want these things to stay until they die. Can anyone help make this possible? Thanks

    Code:
    	void PhaseOne()
    	{
    		if (EventStart == true)
    		{
    			SpawnTimer++;
    			if (SpawnTimer == 5 || SpawnTimer == 10)
    			{
    				for (int i = 0; i < 7; i++)
    				{
    					int Counter = 0;
    
    					while (Counter == 0)
    					{
    						if (FrozenWastes[i] == false && (rand()%3 == 0 || SpawnCounter > 0))
    						{
    							for (int x = 0; x < 10; x++)
    							{
    								uint32 SpawnID = 10*i + x;
    								_unit->GetMapMgr()->GetInterface()->SpawnCreature(CN_SOLDIER_OF_THE_FROZEN_WASTES, SFrozenWastes[SpawnID].x, SFrozenWastes[SpawnID].y, SFrozenWastes[SpawnID].z, SFrozenWastes[SpawnID].o, false, false, 0, 0);
    							}
    
    							FrozenWastes[i] = true;
    							Counter++;
    						}
    
    						if (Abominations[i] == false && (rand()%3 == 0 || SpawnCounter > 0))
    						{
    							for (int x = 0; x < 3; x++)
    							{
    								uint32 SpawnID = 3*i + x;
    								_unit->GetMapMgr()->GetInterface()->SpawnCreature(CN_UNSTOPPABLE_ABOMINATION, Abomination[SpawnID].x, Abomination[SpawnID].y, Abomination[SpawnID].z, Abomination[SpawnID].o, false, false, 0, 0);
    							}
    
    							Abominations[i] = true;
    							Counter++;
    						}
    
    						if (SoulWeavers[i] == false && ((rand()%3 == 0 && Counter < 2) || Counter == 0 || SpawnCounter > 0))
    						{
    							uint32 SpawnID = i;
    							_unit->GetMapMgr()->GetInterface()->SpawnCreature(CN_SOUL_WEAVER, SoulWeaver[SpawnID].x, SoulWeaver[SpawnID].y, SoulWeaver[SpawnID].z, SoulWeaver[SpawnID].o, false, false, 0, 0);
    						
    							SoulWeavers[i] = true;
    							Counter++;
    						}
    
    						if (SoulWeavers[i] == true && Abominations[i] == true && FrozenWastes[i] == true)
    							Counter = 1;
    					}
    				}
    
    				SpawnCounter++;
    			}
    
    			if (SpawnCounter == 5)
    			{
    				for (int i = 0; i < 7; i++)
    				{
    					FrozenWastes[i] = false;
    					Abominations[i] = false;
    					SoulWeavers[i] = false;
    				}
    
    				WaveTimer = rand()%6+100000;
    				EventStart = false;
    				SpawnCounter = 0;
    				PhaseTimer = 60;
    				SpawnTimer = 0;
    			}
    		}
    
    		else
    		{
    			PhaseTimer--;
    			WaveTimer--;
    
    			if (PhaseTimer == 5)
    			{
    				uint32 RandomSpeach = rand()%3;
    				switch (RandomSpeach)
    				{
    				case 0:
    					_unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "Pray for mercy!");
    					_unit->PlaySoundToSet(8809);
    					break;
    				case 1:
    					_unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "Scream your dying breath!");
    					_unit->PlaySoundToSet(8810);
    					break;
    				case 2:
    					_unit->SendChatMessage(CHAT_MSG_MONSTER_YELL, LANG_UNIVERSAL, "The end is upon you!");
    					_unit->PlaySoundToSet(8811);
    					break;
    				}
    			}
    
    			if (PhaseTimer == 3)
    				DespawnTrash = true;
    
    			if (!PhaseTimer)
    			{
    				_unit->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
    				_unit->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
    				_unit->GetAIInterface()->disable_melee = false;
    				_unit->SetUInt64Value(UNIT_FIELD_FLAGS, 0);
    				_unit->GetAIInterface()->m_canMove = true;
    				
    				DespawnTrash = false;
    				HelpDialog = 0;
    				GCounter = 0;
    				m_phase = 2;
    				return;
    			}
    
    			else if (!WaveTimer && PhaseTimer > 5)
    			{
    				uint32 SpawnPoint = RandomUInt(7);
    				uint32 RandomSU;
    				if (PhaseTimer > 250)
    					RandomSU = RandomUInt(4);
    				if (PhaseTimer <= 250 && PhaseTimer >= 150)
    					RandomSU = RandomUInt(5);
    				if (PhaseTimer <= 150 && PhaseTimer > 100)
    					RandomSU = RandomUInt(6);
    				if (PhaseTimer <= 100)
    					RandomSU = RandomUInt(7);
    
    				uint32 UnitType;
    
    				switch (RandomSU)
    				{
    					case 0:
    					case 1: UnitType = CN_SOLDIER_OF_THE_FROZEN_WASTES; break;
    					case 2:
    					case 4: UnitType = CN_SOUL_WEAVER; break;
    					case 3:
    					case 5:
    					case 6: UnitType = CN_UNSTOPPABLE_ABOMINATION; break;
    					default:
    						{
    							UnitType = CN_UNSTOPPABLE_ABOMINATION;
    						}
    				}
    
    				_unit->GetMapMgr()->GetInterface()->SpawnCreature(UnitType, Waves[SpawnPoint].x, Waves[SpawnPoint].y, Waves[SpawnPoint].z, Waves[SpawnPoint].o, false, false, 0, 0);
    				WaveTimer = rand()%11+10;
    			}
    		}
    	}

    Kel'Thuzad spawn issues

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