Respawning help

I need help with the respawning part of my movearound script. I want my character to respawn to a specific object in the game after he dies and in the world space cordinates. Here is the script:

the respawn part is in red.

var speed = 8.0;
var rotateSpeed = 3.0;
//Dying
static var dead = false;
//Getting hit
var tumbleSpeed = 800;
var decreaseTime = 0.9;
var decayTime = 1;
static var gotHit = false;
private var backup =[tumbleSpeed, decreaseTime, decayTime];

[COLOR="red"]function LateUpdate()
{
   if(dead)
  {
      transform.position = Vector3(-200,8,-200);
      gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);
      dead = false;
  }[/COLOR]  if(gotHit)
  {
     if(tumbleSpeed < 1)
	 {
	   //we're not hit anymore... reset  get back in the game! 
	   tumbleSpeed = backup[0];
	   decreaseTime = backup[1];
	   decayTime = backup[2];
	   gotHit = false;
	 }
	 else
	 {
	    //we're hit! Spin our character around
	    transform.Rotate(0, tumbleSpeed * Time.deltaTime, 0, Space.World);
	    tumbleSpeed = tumbleSpeed-decreaseTime;
	    decreaseTime += decayTime;
	 }
  }
}
//function OnControllerColliderHit(hit : ControllerColliderHit)
function OnTriggerEnter( hit : Collider )
{
  if(hit.gameObject.tag == "fallout")
  {
       dead = true;
	   //subtract life here
	   LifeControl.LIVES -= 1;
	   HealthControl.HITS = 18;
	}
	if(hit.gameObject.tag == "enemyProjectile")
	{
	   gotHit = true;
	   //subtract health here
	   HealthControl.HITS -= 1;
	   Destroy(hit.gameObject);
	}
if(hit.gameObject.tag == "pickUp")
	{
	   Destroy(hit.gameObject);
	}
}
function Update() 
{
  var controller : CharacterController = GetComponent(CharacterController);
  transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
  var forward = transform.TransformDirection(Vector3.forward);
  var curSpeed = speed * Input.GetAxis ("Vertical");
  controller.SimpleMove(forward * curSpeed);
}
@script RequireComponent(CharacterController)

i would not use a vector for respawning but an empty gameobject. place it in your scene, drag it at your script or find it by name and assign its position to your players/enemies one if dead.

I tried a gameobject, and nothing. You’ll have to show me what you are talking about.

//Dying
static var dead = false;
[B]public Transform spawnPoint;[/B]	// drag your game object here in the inspector
...
function LateUpdate()
{
  if(dead)
  {
      [B]transform.position = spawnPoint.position;[/B]	// assign the position of the spawnpoint to your players transform
      gameObject.Find("Main Camera").transform.position = Vector3(0,4,-10);	// should be adjusted to players position?
      dead = false;
  }
...
}

Create an empty GameObject in your Scene and call respawn1 (in case you have several per level or several levels each with 1 spawnpoint).
place it in your scene where you want the player to (re)spawn.
add the above code to your script and save it.
drag the respawn1 gameobject from the hierarchy into the inspector onto the spawnPoint variable.
play and check.

instead of a static and manual assignment you could also use the find-function for example when the level has several spawnpoints. so you just need to remember which spawnpoint the player has passed/activated and remember it (by index for saving games or by objectreference itself).