Thanks fo rthinking about helping, I skrewed with things enough to get them to work. If anyone would like to know how I got it to work, study the differences between the two code snippets from my first post, adn this one
.fpe used;
;header
desc = Safe (animated)_SZ
;ai
aiinit = appear1.fpi
aimain = combination safe_SZ.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = safe.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 0
fixnewy = 0
defaultstatic = 0
materialindex = 3
collisionmode = 1
strength = 0
isimmobile = 1
soundset =
soundset1 =
;Sound
soundset = audiobankmiscstorytrigger.OGG
soundset1 = videobankstoryvideo.AVI
;visualinfo
textured = safe_d2.tga
effect =
castshadow = 0
;Animationinfo
animmax = 1
anim0 = 0,150
and the .fpi script;
;Artificial Intelligence Script
;Header
desc = Combination Safe (Push Open)
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecorehudssafehud.tga,hudname=combinationsafe,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=80:hudshow=combinationsafe,hudfadeout=combinationsafe
:state=10,plrdistwithin=80,plrusingaction=1:activate=2,sound=$0,video=$1,stopsound=$0,activateifused=1
:state=10,activated=2:state=1,setframe=0,sound=$0
:state=1:incframe=0
:state=1,frameatend=0:state=2,coloff
please note that the activateifused=1 in the .fpi script is not pertinent, I accidentally left it in there, and it does nothing.
*edit* Also notice the music replays after exiting the displayed pic in game. This is caused by the placement of stopsound.
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