To get rid of the duplicates spawn them in an empty area where the player can't see, then on startup have a command list teleport them to where you actually want them to be seen. The duplicates will be left in whatever empty area you have the spawn points in.
For swimming away:
Just give them firing positions.
A- normal
B- fleeing
When the player enters the trigger change there state to flee, and they will go to wherever firing position's B are. Also test the trigger for no players, so when it's empty the sharks slowly go back or whatever you want them to do.
E: also I would render some kind of cubemap of the level for the glass, it looks pretty bad. If you're doing lightmaps in max then that step is a click of a button.
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