Ah shit, my bad. I forgot the animation was spawngroup specific. You could simply have the boss script enable the spawn groups for these NPCs if you wanted. Or you could return to your old method of signalling them.
Forgive my noobishness on this one and correct me if I am wrong but would a spawngroup work for what the script is trying to do, i.e spawn a mob at a random point near the boss? Would the boss script option support a random spawn point I dont want to eliminate the randomness of the mobs as the fight can last an unknown amount of time therefore an unknown amount of mobs can spawn?
Also I attempted to revert to my old method of enabling the animation in the script but it is back to its old tricks where the spawned mob waits for another mob to spawn before actually FD'ing and it seems only the first mob spawned is FD'ing while the others are still standing regardless of how many spawn.
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