I got this to work as a player and im super happy about that. One minor issue left. It plays the firing animation but never hits anything. Acting like physics is missing or something. Here is the FPI and FPE
FPE:
;header
desc = m1abrams
;ai
aiinit = appear1.fpi
aimain = people\mym1.fpi
aidestroy = flamable.fpi
aishoot = people\strafeforward.fpi
soundset = male
;change sound set to cannon based
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = mym1.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0
;cone of sight
coneheight = 53
coneangle = 50
;visualinfo
textured = mym1b.dds
effect = effectbank\bumpbone\bumpbone.fx
castshadow = 0
;decals
decalmax = 2
decal0 = red
decal1 = sparks
;changed to sparks so it will be simular to hover bots
;identity details
strength = 100
ischaracter = 1
hasweapon = ww2\bazooka
isobjective = 0
cantakeweapon = 1
isflak = 1
;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 0
;not sure what to adjust this too
;Animationinfo
animmax = 0
anim0 = 0,0
;needs a animation for movement does not have to acualy animate just needs the ability to used like a player
FPI:
;Artificial Intelligence Script
;Header
desc = Search area Shoot player if seen Return fire if shot Run away if too much damage taken
;Triggers
:state=0:state=1
:state=1,losetarget=5:state=10
:state=1,plrcanbeseen,plrdistwithin=400:state=20
:state=1,shotdamage=1:rotatetoplr,state=20
:state=1,random=20:rotateheadrandom=55
:state=1:animate=2,movefore=2.5
:state=10,random=1:state=11
:state=10:rotatey=90,animate=2,movefore=2.5,state=0
:state=11:rotatey=-90,animate=2,movefore=2.5,state=0
:state=20,plrcanbeseen:state=21
:state=21,plrcanbeseen:settarget
:state=21,plrcannotbeseen,losetarget=1:state=10
:state=21,healthless=31:state=40
:state=21,ifweapon=1,plrdistfurther=100:followplr=1,animate=5
:state=21,plrdistwithin=101:rotatetoplr
:state=21,ifweapon=1,plrdistwithin=301,plrcanbeseen=46:animate=1,rotatetoplr,freeze,useweapon,rundecal=6
:state=21,ifweapon=0:animate=1,freeze,state=22,setframe=6
:state=21,plrdistwithin=300,random=20:state=25
:state=21,plrdistwithin=100:state=30
:state=22:incframe=6
:state=22,frameatend=6:state=21,reloadweapon,sound=audiobank\guns\reload.wav
:state=25,random=1:state=26,setframe=4
:state=25:state=27,setframe=3
:state=26:incframe=4,strafe=90,rotatetoplr
:state=26,frameatend=4:state=21,animate=1
:state=27:incframe=3,strafe=-90,rotatetoplr
:state=27,frameatend=3:state=21,animate=1
:state=30:state=31,setframe=5
:state=31:incframe=5,strafe=180,rotatetoplr
:state=31,frameatend=5:state=21,animate=1
:state=40:state=42
:state=42,ifweapon=1,plrdistwithin=601,plrcanbeseen=46:animate=1,rotatetoplr,freeze,useweapon,rundecal=6
:state=42:rotatetotarget,rotatey=180,resethead,animate=5,state=43
:state=43:runfore=10
:state=43,random=5:rotateheadrandom=65
:state=43,losetarget=1:state=50
:state=43,plrcanbeseen:settarget,state=42
:state=50:timerstart,state=51,rotatey=180,animate=31
:state=51,timergreater=5000:state=10,animate=5
:state=51,random=5:rotateheadrandom=35
;End of Script
Edit::::::::::::::
Here is the demo we made to test it. Keep in mind its just a quick test demo. Hopefully this is a easy fix and someone can point out what I missed etc.