I used this script and it worked pretty well with my dog. They bark when they spot you and don't stop until you...well...put the dog down.
desc = dog_chase
;Triggers
:state=0,plrdistwithin=300:state=1,loopsound=audiobankuserdog.wav
:state=1,plrdistfurther=40:rotatetoplr,movefore=2,animate=5
:state=1,plrdistfurther=300:animate=1,state=0
:state=1,plrdistwithin=40,rateoffire:rotateplr,plraddhealth=-50
It is actually a variation of Sinistar's dumbzombie.fpi
Then I used this to make the dog whine when it is killed:
;Artificial Intelligence Script
;Header
desc = dead dog
;Triggers
:state=1:destroy
:state=0:sound=audiobankusergny.wav,rundecal=0,state=1
;End of Script
If you want I can e-mail you the sounds. Let me know.
Here is the FPE I use. There is sloppy excess in it because I just used another FPE and altered it. It works fine so I didn't bother to clean it up (sorry to the purists.)
;header
desc = Dog
;ai
aiinit = appear1.fpi
aimain = peopledog_chase.fpi
aidestroy = destroydogdie.fpi
aishoot =
soundset = dog
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = dog.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 180
;cone of sight
coneheight = 53
coneangle = 50
;visualinfo
textured = dog.jpg
effect =
castshadow = 0
;decals
decalmax = 5
decal0 = red
decal1 = blood
;identity details
strength = 50
ischaracter = 1
hasweapon =
isobjective = 0
cantakeweapon = 0
;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = 0
;animationinfo
animmax = 100
anim0 = 26,60
anim1 = 26,60
anim2 = 2,14
anim3 =
anim4 =
anim5 = 16,24
relax - in a 100 years who's gonna care