This belongs perhaps in the script forum however I will leave it here for the time being.
Anyway you dont necessarily need to use a complicated script or specify animation frames just to call en entity animation to activation unless it has many different frame sets to choose from as is the case with a rigged Character.
Simple animated entities should require no bones or complicated rigging to function inside FPSC.
Claudio Pr0gr4mm3r
As you do not say I do not know what behaviour you require from your entity or if it is not perfroming as you require.
I have a script used quite a while back for activating a simple animated entity. I used it to start and stop rotation of helicopter blades and it works on player proximity so if you open the file in notepad you can change the players proximity settings if you wish.
The script is attached for anyone who wants to use it and may find it useful for specific scenarios. Its called activate_any.fpi
I have not used it for so long I cant even say its the correct one and have not tried it again now so I hope it is.
Anyway anyone that wants it could keep it for future ref remembering what its used for - activation of any entity on player proximity. Use it as an entities main script.
If it dont work for you then play about with it and it will as its on the right lines and off hand looks good to me. You may have to enter frame numbers - i.e. start and end frames or divide the total number by half or even double it. I cant remember the exact settings I used previously as I no longer have it functioning in use at the moment but did. I would try it as it is first and see what happens. Back it up before altering any settings.
If it dont work and you cant get it to then bin it - I tried.
Good luck.
"I am and forever will be your friend"