Okay I am just going to shoot some ideas out here
First I notice you didn't ID the actor for the script and didn't include some of the game nominclature
try this code (adjusted to your actor name and animation)
dim_flt 2
dim_act 2
findactor 0,"Tommy"
findactor 1,"woman2"
{ up
if flt[1]=1,2,-1
enemy_playanim "UStoluVysvetlovani01.I3D",0
label 1
wait 10000
goto 1
label 2
}
It uses the {up} code which returns the character to the script after activation , it identifies the character and it shunts the the loop to a wait time that DOESN"T include the animation. Some animations need to be set once then left alone. And only need to be refreshed after the character was activated
Also I noticed you are using a police model which has some embedded scripts in regard to Tommy so set the character to no reaction on player
See if that helps
First I notice you didn't ID the actor for the script and didn't include some of the game nominclature
try this code (adjusted to your actor name and animation)
dim_flt 2
dim_act 2
findactor 0,"Tommy"
findactor 1,"woman2"
{ up
if flt[1]=1,2,-1
enemy_playanim "UStoluVysvetlovani01.I3D",0
label 1
wait 10000
goto 1
label 2
}
It uses the {up} code which returns the character to the script after activation , it identifies the character and it shunts the the loop to a wait time that DOESN"T include the animation. Some animations need to be set once then left alone. And only need to be refreshed after the character was activated
Also I noticed you are using a police model which has some embedded scripts in regard to Tommy so set the character to no reaction on player
See if that helps