Quote:
ent_frame
Mhhh ... old ( and dead ) "C - Script" i guess.
Instead of asking such questions, a look into the manual, would help alot and is done in a few seconds.

Besides the already mentioned missing parameters, you scripted an oneshot animation ( plays animation only one time, after that it does nothing more ).
Also u missed "speed correction" via time_step. This means, animation plays slowly on old ( slow ) computers but fast on new ( fast ) machines. Using "+1" here instead of "+time_step*X" is ( in almost all cases ) a deadly ( and extremly ugly ) mistake.

This code here combines both, oneshot- and cycle- animationstyles, time corrected with time_step:
Code:
//flag1 OneShotAnm 0
action ENTanm_WED(){ // FLAG1 = checked in WED-prop-window: marked as oneshot animation
   while (my){
      my.skill1 += time_step;    // framerate independent 
      my.skill1 %= 100;          // skill1 range 0..100 [if(my.skill1>=100)my.skill1=0;]
      if (!is (my, FLAG1)) ent_animate (me, "idle", my.skill1, ANM_CYCLE);
      else{                      // oneshot: plays animation only one time
         ent_animate (me, "idle", my.skill1, NULL);
         if (my.skill1 >= 100) break;
      }
      wait (1);
   }
   wait (1);                     // btw always(!!!) wait single frame be4u remove ent's  
   ptr_remove (me);              // btw#2 dont(!!!) use in ent / particle - event's
}


Peace


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