I did check the map looking for double targetname, only the actor got it and it's only one targetname:
Also, i replace the arab actor for ally>vip_president and give it the parameters above.
I did copy your script exactly that you post, but it's not working. both errors:
"undefined is not a field object" and "getent used in more than 1 entity"
I found a script in the "coup" map.gsc, but doesn't work, so i discard the line:
array_thread( getentarray( "runner1", "script_noteworthy" ), ::add_spawn_function, ::setTeam, "allies" );
This is my entire work so far, i hope we can see something:
K/v: targetname, civilian1_spawner
K/v: script_noteworthy, civilian1
K/v: target, goal
K/v: targetname, trigger_runner1
Trigger_spawn not checked
C) node_pathnode; there's 8 in the map, but in the final node i put this values:
K/v: targetname, goal
//setdvar( "cg_fov", 80 );
precachemodel( "viewhands_black_kit" );
level.player.ignoreme = true;
level.player giveWeapon( "usp_silencer" );
level.player givemaxammo( "usp_silencer");
level.player setViewmodel( "viewhands_black_kit" );
trigger1 = getEnt( "trigger_runner1", "targetname" );
trigger1 waittill ( "trigger" );
level.player switchtoWeapon( "usp_silencer" );
wait 0.05; // YOU NEED TO WAIT 0.05 so wont get error for some reason idk why.
setsaveddvar( "cg_fov", 80 ); // setsaveddvar i think its better but generally does the same.
civilian1_spawner = getent( "civilian1_spawner", "targetname");
civilian1_spawner dospawn(); // change dospawn with stalingradspawn if player can see him.
civilian1 = getent( "civilian1", "script_noteworthy");
civilian1.animname = "human"; //set_generic_run_anim does notnecessarily need him to have animname generic
civilian1 set_generic_run_anim( "run_panicked1" );
3) And finally, map_anim.gsc:
#using_animtree( "generic_human" );
// merge into this animname when possible
level.scr_animtree[ "generic" ] = #animtree;
// also i try with "generic" in the lines below, same results :(
level.scr_anim[ "human" ][ "run_panicked1" ] = %unarmed_panickedrun_loop_V1;
level.scr_anim[ "human" ][ "run_panicked2" ] = %unarmed_panickedrun_loop_V2;
I hope this info helps to find the problem.
Thanks for your time, SPi.