@Comparts:
Good. Well, looking at the current scripts, I have seen this:
;Artificial Intelligence Script
;Header
desc = Follow Waypoints, Run Away If Shot
;Triggers
:state=10:timerstart,state=11,rotatey=180,animate=31
;End of Script
I cut a lot of it out, but it is from the "coward.fpi" script. My assumption would be to have a state and when it hits that state value to play whatever animation you wanted (example above played animate=31)
Now, if you head to your entitybank (an example would be "C:\Program Files\The Game Creators\FPS Creator\Files\entitybank\ww2\characters" and pull up "Nazi Thug (Bazooka).fpe" you will see near the bottom portion a tag called ";animationinfo". This is where you put your "frame" information.
Basically look at those 2 files and you will see how it all fits together.
Does this help?
-This...is my boomstick!