It's probally cause it's using other actions (such as incframe) in the other states, affecting the animation. Here's the fix:
;Artificial Intelligence Script
; by xplosys
;Edited and enhanced by Raptor222
;Header
desc = Enemy Shoot
;A simple script to give the appearance of allies
;Enemies using this script can not hurt each other
;or the player.
;Change the plrdistwithin= distance to suite.
;Add animations for more realism (squat, strafe, etc)
;Triggers
:state=0,waypointstate=0:animate=2,waypointstart
:state=0,waypointstate=3:animate=2,waypointnext
:state=0,waypointstate=4:animate=2,waypointrandom
:state=0,waypointstate=5:animate=2,waypointreverse
:state=0,plrdistwithin=500:state=1,waypointstop
:state=1,ifweapon=1,plrdistwithin=500:useweapon,rundecal=6
:state=1,ifweapon=0:state=2,setframe=6
:state=2:incframe=6
:state=2,frameatend=6:state=1,reloadweapon,sound=audiobankgunsreload.wav
;End of Script
They won't shoot while moving though, so I don't know if that's what you want.
BTW, I'm taking a vacation from FPSC, so you *never saw this post!*
NOW BACK TO DooM (2)!