Please help me solve

guys can someone help me find a solution?
I have a group of enemies and each of them has been assigned a danger value.
example:
enemy 1 - value 1
enemy2 - value 2
enemy3 - value 3
I would like the enemies to be created by calculating the danger value that increases with each wave.
example:
if the danger value is equal to 5 - create 2 enemy2 and 1 enemy1 or 1 enemy3 and 1 enemy2

if the danger value is 10 - create 5 enemy2 or 2 enemy3 1enemy2 2enemy1

I hope I was clear on what I want

I attach screens of current events and folder with current project.

please, can anyone help me?

I remember watching a tutorial video about variables in GD and came across this vid. He uses waves as an example to explain variables similar to you on your creation.

I do remember him explaining and showing how to add enemies in waves using variables.

Hope it could help.

The key is the picking of the enemy. This is rough and might need tweaking.

Variables.
Level =0
Max =1
Remaining =0
EnemyNumber=0

(let’s say the enemies were enemy1, enemy2 and so on and in a group named EnemyGroup)

Example start of wave
Level +1
RemainingEnemies=level (or some other formula)
MaxEnemy = min(MaxEnemy+1, highest enemy number)
Start spawn timer

FYI, min() takes the minimal number.
min(3,10) would return 3
min(3,1) would return 1

Using min() here prevents the MaxMaxEnemy from being higher the maximum enemy.

You could either create a wave list using an array or pick an enemy each time the timer elapses

Timer >3
RemainingEnemies > 0
Resart timer

Set enemyNumber = RandomInRange(min(trunc (MaxEnemy) , RemainingEnemies ))
Add object by name from EnemyGroup
The enemy name would be
“Enemy” + ToString(number)

Remaining - enemyNumber

Using MaxEnemy would allow you to gradually increase the maximum enemy. It’s up to you.

Either after the last enemy is killed (number in scene is 0 and remaining is 0) or a time limit then the next wave would begin.

My concept choose a number between 1 and either the max enemy or the number of enemies left in the wave.