nnn Waypoints are hard coded for the "wallk" animation, so you'll have to think "out of the box" for this one.
Just take the animate= to a normal state (:state=0:animate=5) and it will work. I know sounds weird
but it works.
Here's the full code to what I mean..
;Artificial Intelligence Script
;Header
desc = Follow Waypoints Running
;Triggers
:waypointstate=0:state=0,waypointstart
:waypointstate=3:state=0,waypointnext
:waypointstate=4:state=0,waypointrandom
:waypointstate=5:state=0,waypointreverse
:state=0:animate=5
;End of Script
Now since the character is running animated, but moving slow as walking, increase it's "speed"
in the property settings from 100 to about 150 and it matches the animation.
Tested using the stock "thug unarmed" from the ww2 pack.
My games never have bugs. They just develop random features..
Lots and lots of random features...