Basically, it should be like, if SpriteA compare Variable != array2.CurValue: create spriteC on SpriteA where X = SpriteA(loopindex).X, Y = SpriteA(loopindex).Y
Loopindex doesn't work in "Array for each element" loop, and CurValue doesn't work in all other loops. So I have no idea what you are talking about.
I thought you decided to get rid of the arrays and configure all parameters directly in spriteA instance variables? Then compare the variable and spawn either spriteB or spriteC.