Quote: "would plysmod or airmod be necessarry for the flinching anims and special anims? "
Nope.
In the video (its hard to make out because the anims were too fast), part of the melee attacking is that they can disarm the player and it incorporates some screen shaking. Stuff like that would need a mod, otherwise they only would play the anim and damage the player a bit. There may also be some mod-only, weapon-specific scripting effects such as when shocked by stun gun. It won't be a huge difference between mod/no-mod usage.
I do have to say that with things like the flinching, the way I have it set up is with a fair amount of scripting which has to be added to each AI script state. Long scripts are known to lag FPSC. So, it's in your better interest to use a performance enhancing mod like PBUM though it is not mandatory.
Here's an example of one of my (nooby) scripts:
desc = agressive shooter with melee
;Triggers
:state=0:animate=1
:state=0,plrdistwithin=800:rotatetoplr,animate=1,state=12
;choose shoot or melee
:state=12,plrdistfurther=200:rotatetoplr,animate=1,state=10
:state=12,plrcanbeseen,plrdistwithin=200:state=1
;shoot
:state=10,shotdamage=10,random=1:sound=audiobank\voices\male\land.wav,state=98
:state=10:rotatetoplr,settarget
:state=10,plrdistwithin=300:rotatetoplr,movefore=4,animate=2,state=1
:state=10,ifweapon=1,plrcanbeseen=46,plringunsight,rateoffire:useweapon,rundecal=6
:state=10,ifweapon=0:state=11,setframe=6
;reload
:state=11:incframe=6
:state=11,frameatend=6:state=10,reloadweapon,sound=audiobank\guns\reload.wav
;attack1 melee
:state=1,shotdamage=10,random=1:sound=audiobank\voices\male\land.wav,state=98
:state=1,plrdistfurther=100,ifweapon=1,plrcanbeseen=46,plringunsight,rateoffire:useweapon,rundecal=6
:state=1,plrdistfurther=200,ifweapon=0:state=11,setframe=6
:state=1,plrdistfurther=300:animate=1,state=0
:state=1,plrdistfurther=50:rotatetoplr,movefore=4,animate=2
:state=1,plrdistwithin=80,rateoffire:rotatetoplr,setframe=47,state=2
:state=2,framebeyond=47 60,plrdistwithin=90,plrblocking=0:plraddhealth=-10,sound=audiobank\voices\male\land.wav,camshake=5,hideplrweapon,state=3
:state=2:incframe=47,rotatetoplr
:state=2,frameatend=47,random=1:state=1
:state=2,frameatend=47:state=7
:state=3:incframe=47
:state=3,frameatend=47,random=1:state=4
:state=3,frameatend=47:state=7
;attack2 kick
:state=4,shotdamage=10,random=1:sound=audiobank\voices\male\land.wav,state=98
:state=4,plrdistfurther=300:animate=1,state=0
:state=4,plrdistfurther=50:rotatetoplr,runfore=4,animate=5
:state=4,plrdistwithin=80,rateoffire:rotatetoplr,setframe=46,state=5
:state=5,framebeyond=46 60,plrdistwithin=90,plrblocking=0:plraddhealth=-10,sound=audiobank\voices\male\land.wav,camshake=20,hideplrweapon,state=6
:state=5:incframe=46,rotatetoplr
:state=5,frameatend=46,random=1:state=1
:state=5,frameatend=46:state=7
:state=6:incframe=46
:state=6,frameatend=46,random=1:state=1
:state=6,frameatend=46:state=7
;attack3 melee low
:state=7,shotdamage=10,random=1:sound=audiobank\voices\male\land.wav,state=98
:state=7,plrdistfurther=50:rotatetoplr,runfore=4,animate=5
:state=7,plrdistfurther=80,ifweapon=1,plrcanbeseen=46,plringunsight,rateoffire:useweapon,rundecal=6
:state=7,plrdistfurther=100,ifweapon=0:state=11,setframe=6
:state=7,plrdistfurther=400:animate=1,state=0
:state=7,plrdistwithin=80,rateoffire:rotatetoplr,setframe=48,state=8
:state=8,framebeyond=48 60,plrdistwithin=90,plrblocking=0:plraddhealth=-10,sound=audiobank\voices\male\land.wav,camshake=5,state=9
:state=8:incframe=48,rotatetoplr
:state=8,frameatend=48,random=1:state=1
:state=8,frameatend=48:state=4
:state=9:incframe=48
:state=9,frameatend=48,random=1:state=1
:state=9,frameatend=48:state=4
;choose hit flinch reaction
:state=98,random=1:setframe=22,state=20
:state=20:incframe=22
:state=20,frameatend=22:rotatetoplr,state=0
:state=98,random=1:setframe=29,state=30
:state=30:incframe=29
:state=30,frameatend=29:rotatetoplr,state=0
:state=98:random=1:setframe=30,state=40
:state=40:incframe=30
:state=40,frameatend=30:rotatetoplr,state=0
;choose critical hit or incapacitate
:state=98,random=100:setframe=10,bloodspurt=2,setanimspeed=30,state=60
:state=60:incframe=10,sound=audiobank\voices\male\finalmoan.wav
:state=60,frameatend=10:suspend,coloff
:state=98:setframe=44,setanimspeed=50,state=50
:state=50:incframe=44
:state=50,frameatend=44:setanimspeed=100,rotatetoplr,state=0
edit: oh! I'm glad I posted it because I just saw a bug I've been looking for LOL.
Anyhow, this is actually the slimmed down script. The original had a couple weapon speciffic things and more variation based on quantity of damage. This one isn't so bad. Still, when concidering the length, keep in mind theres nothing meaningful like waypoint following or anything advanced going on.
edit2: Yes, I know setanimspeed doesn't work with incframe. I haven't cleaned them out yet because I need them as reminders of how much I need to slow down certian anims.