Okay, here's the "bug" breakdown.
The "waypoint" commands automatically tell the entity to use animation 2. REGARDLESS of whether you write them first in your script or not, the engine will set the entities animation to what you gave it with the "animate=" action, and THEN tell it to animate with animation 2 because of the waypoint command.
How do you get around this? Simple:
;Artificial Intelligence Script
;Header
desc = Follow Waypoints while running
;Triggers
:waypointstate=0:waypointstart
:waypointstate=2:animate=5
:waypointstate=3:waypointnext
:waypointstate=4:waypointrandom
:waypointstate=5:waypointreverse
;End of Script
Set the entity's "Speed" to a higher value more fitting of a runner. I found 200 to work just fine.
Run it, and enjoy.
The one and only,
~PlystirE~
Dammit, Jim! I'm a programmer not a graphic designer!!!
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