I have tested it now. It works if you change the state after the
rundecal=0 action:
;Artificial Intelligence Script
; 0-once face player
; 1-once keep angle
; 2-loop face player
; 3-loop keep angle
; 4-once face up
; 5-loop face up
; 6-character-spot-decal (at end of entity characters gun if available)
;Header
desc = Runs Decal Loop
;Triggers
:state=0:rundecal=0,state=1
;End of Script
It will play all frames one time and stop then.
To make that work you'll have to either use the appearspawn.fpi or a other script that makes the decal appear invisible and become visible when it gets
activated +
runfpidefault=1 to run the main script.
Ah, it's more easy to post the script
;Artificial Intelligence Script
;Header
desc = Make Item Appear Invisible waiting for Activation
;Triggers
:state=0:setalphafade=0,coloff,state=1
:state=1,activated=1:setalphafade=100,runfpidefault=1
;End of Script