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:
//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