void main()
{
object PC = GetFirstPC();
while(GetIsPC(PC)==TRUE)
{
int SN = GetLocalInt(PC,"bootlist");
if(SN==9006){


    object oPC = GetLastSpeaker();
    AssignCommand(oPC,PlaySound("as_sw_x2gong2"));
    object oTrigger=OBJECT_SELF;
    object oNest = GetWaypointByTag("WP_NEST6");
    object clone = GetLocalObject(oPC, "Clone");
//    int bReady=!GetLocalInt(oTrigger, "Used");
    location lSpawn=GetLocation(oNest);

//    if (bReady && GetIsPC(oPC))
    if (GetIsObjectValid(clone) == FALSE && GetIsPC(oPC))
    {
        object oClone = CopyObject(PC, lSpawn, OBJECT_INVALID, "Clone");
        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oNest));
        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SOUND_BURST_SILENT), GetLocation(oNest));
        SetBaseAttackBonus(6,oClone);
        //This prevents a PC from accidentally triggering an army of clones
        //by making the trigger inactive for 30 seconds after use.
//        SetLocalInt(oTrigger, "Used", TRUE);
//        DelayCommand(30.0, SetLocalInt(oTrigger, "Used", FALSE));
        SetLocalObject(PC, "Clone", oClone);

        //This sets the clone to Hostile
        ChangeToStandardFaction(oClone, STANDARD_FACTION_HOSTILE);
        //Have the clone leave a corpse that's not lootable.
        //We don't want all the player's gear coming into play either.
        AssignCommand(oClone, SetIsDestroyable(FALSE, FALSE));
        int nGold = GetGold(oClone);
        int nHP = GetMaxHitPoints(oClone);

        //This makes sure the clone doesn't drop a ton of gold,
        //otherwise he'd have as much as the PC he copied
        TakeGoldFromCreature(nGold, oClone, TRUE);
        //Don't want an injured clone from an injured player, so heal him too.
         DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHP), oClone));
         DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectTemporaryHitpoints(9999), oClone));
         DelayCommand(3.0,ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment(99,MISS_CHANCE_TYPE_VS_MELEE), oClone));
        DelayCommand(3.0,AssignCommand(oClone,SpeakString("You will Die Fucker!!!",TALKVOLUME_TALK)));
        DelayCommand(2.0,AssignCommand(oClone, ActionPlayAnimation(ANIMATION_FIREFORGET_BOW)));
        DelayCommand(2.5,AssignCommand(oClone,ActionEquipMostDamagingMelee(oPC,FALSE)));
        DelayCommand(2.6,AssignCommand(oClone,ActionEquipMostDamagingMelee(oPC,TRUE)));

        // Attack player straight away
        DelayCommand (3.0,AssignCommand(oClone, ActionAttack(oPC)));

        //This is the all important combat hb script.
        ExecuteScript("clone_hb", oClone);
    }
}
PC = GetNextPC();
}
 }