Ah for that purpose I don't know, maybe you can simply do something like in madbox, but maye more "randomized". It is simply one or more teleportation area linked to one or more teleport destination. This is not really a respawn ,but then you can still place back your object when they fall back.
If what I remember is (still) correct, when you kill yourself an entity (at least via the kill method or a trigger_remove, this doesn't call the respawn event.
I propose you two scenary to try:
1) Give to all your object a life amount, enough to prevent them from being destructed when launched against somebody (let's say 500 because spawnprotection work with that amount and you can die with that life). Set the flag that small amount of damage aren't taken into account, thus the object must be breaken in one shot. Finally, place a trigger hurt in the deep infiny of your map, set it be triggered by physics too, and that he does something greather than 1000 damages every seconds.
I think it may work like that.
2) A probably more efficient way to do it, but a lot more complicated, is to use a point_template to generate an object. When this instance fall, a given entity can destroy it, and ask the creation of a new one where you want. But you will need at least 1 point_template for for each props, one model for each props, 1 trigger, and filters activators and play a lot with input and output. For more info about this way :
http://www.snarkpit.net/editing.php?pag ... HL2&id=153
Have fun
![Wink :wink:](./images/smilies/ab.gif)
La misere des amis n'est pas plus amusante qu'un jardin dont la flore est mourante.