JavaScript "for Loop", new values every iteration?

Good afternoon, I have a for loop I am using to spawn my enemies. I have set the positions to 4 Vector3 random ranges stored in an array so the enemies spawn outside of the Game View. My enemies are randomly spawning as I have defined, however they spawn at the same 4 random locations until the level restarts. I would like every iteration of the loop to spawn the enemies in a different location. Could someone please provide some insight as to why it is working in this fashion and how I could change it?

var spawnValuesL : Vector3;
var spawnValuesT : Vector3;
var spawnValuesR : Vector3;
var spawnValuesB : Vector3;

function SpawnWaves () {

var spawnPositions : Array = [Vector3(spawnValuesL.x, spawnValuesL.y, Random.Range (spawnValuesL.z, -spawnValuesL.z)),
    					  	  Vector3(Random.Range (spawnValuesT.x, -spawnValuesT.x), spawnValuesT.y, -spawnValuesT.z),
                          	  Vector3(-spawnValuesR.x, spawnValuesR.y, Random.Range (-spawnValuesR.z, spawnValuesR.z)),
                          	  Vector3(Random.Range (spawnValuesB.x, -spawnValuesB.x), spawnValuesB.y, spawnValuesB.z)];

var spawnRotation : Quaternion = Quaternion.identity;
	
    yield WaitForSeconds (startWait);
    
          for(var i : int = 0; i < hazardCount; i++)
        
            {

   		if(!pooledObjects*.activeInHierarchy)*
  •  {*
    

_ pooledObjects*.transform.position = spawnPositions[Random.Range(0,4)];_
_ pooledObjects.transform.rotation = Quaternion.identity;
pooledObjects.SetActive(true);*_

* }*

yield WaitForSeconds (spawnWait);

}

}

Do you need to store the values for later? If not I would move them into the for loop so it re-sets it each time.

for(var i : int = 0; i < hazardCount; i++)
{
 var x : float = Random.Range (spawnValuesL.x, -spawnValuesL.x);
 var y : float = Random.Range (spawnValuesL.y, -spawnValuesL.y);
 var z : float = Random.Range (spawnValuesL.z, -spawnValuesL.z);

 
if(!pooledObjects*.activeInHierarchy)*

{

pooledObjects*.transform.position = Vector3(x,y,z);*
pooledObjects*.transform.rotation = Quaternion.identity;*
pooledObjects*.SetActive(true);*

}

yield WaitForSeconds (spawnWait);

}