-- local myBaddy = TEN.Objects.Moveable(baddy, name..nSpawned, pos, nil, 0)
-- myBaddy:Enable()
-- nSpawned = nSpawned + 1
-- end
--
-- -- This function triggers the sequence
-- LevelFuncs.TriggerSequence = function(obj)
-- local posSteve = TEN.Objects.GetMoveableByName("stevePosNullmesh"):GetPosition()
-- local posChris = TEN.Objects.GetMoveableByName("chrisPosNullmesh"):GetPosition()
-- local mySeq = EventSequence.Create("my_seq",
-- false, -- does not loop
-- {seconds = true, deciseconds = true}, -- timer format, see Timer for details
-- 6, -- seconds until call the function specified in next arg
-- "HealLara", -- first function to call. If we don't need to pass any arguments, we can just give the func name as a string
-- 2.1, -- seconds until the next function, after the previous one has been called
-- {"SpawnBaddy", TEN.Objects.ObjID.BADDY1, "steve", posSteve}, -- if we DO want to pass arguments to the function to be called, we give a table with the name of the function ("SpawnBaddy" in this case) followed by the args to pass to it
--- Create (but do not start) a new event sequence.
--
-- @string name A label to give the sequence; used to retrieve the timer later as well as internally by TEN.
-- @bool loop if true, the sequence will start again from its first timer once its final function has been called
-- @tparam ?table|bool timerFormat same as in Timer. This is mainly for debugging. __This will not work properly if another sequence or timer is showing a countdown.__
-- @param[opt] ... a variable number of pairs of arguments - a time in seconds, followed by the function (must be defined in the LevelFuncs table) to call once the time has elapsed, followed by another duration in seconds, another function name, etc. You can specify a function either by its name as a string, or by a table with the function name as the first member, followed by its arguments (see above example).