I think you might need to add another affect "Whatever your NPC targetname is" with flush after it before the next task. Here is an example: affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" );} task ( "go2" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" );} dowait ( "go1" );dowait ( "go2" );} wait ( 8500.000 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam4", ORIGIN)$, 0 );camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam4", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper2", $FLUSH$ ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );} This gets trooper 2 walking through his waypoints then that is flushed out and then the new stand animation is played indefinitely (-1) until something the NPC is told to do something else. Its how Raven did stuff in Kejim which is what i used as a basis for my script.