Okay, so I created my monster, named him stickguy.
So I modeled him, rigged him up for his default
animation, similar to the grunt. You don't have to, but it'll just show the enemy in his bind pose in the level editor and such otherwise, and it might also act as one of the idle
animations, not sure (don't think it is since the brute doesn't have a default
animation). Anyway, after that, I exported it as stickguy.dae (with stickguy.dds of course). After that, i got rid of all the
animations I had initially and made a walk
animation. Then I exported it as walk.dae and imported it into the
animations subdirectory that I created. Then reset the
animations, etc, until I did all 13
animation types for enemies. If you're doing a harder model, it's probably best to save an unanimated version of the monster as a backup, along with the default
animation one. Anyway, after that, I went in and changed all the dae's in the
animation folder to dae_anim, just simply renamed them. Not the one in the root directory though. After that, opened him up in modelviewer to make the mat and msh files, then opened him in the modeleditor. Changed him to grunt_type enemy. Then, went to
animations, and added all the
animation names and files, similar to the grunt. Pretty sure they have to be named exactly the same, because that's how the engine recognizes when to play what
animation, though you can control a few things like sounds played and the speed of the
animation. After that, all done! Just put him in the map. The anm files are created automatically the first time the enemy is loaded, so you don't have to worry about those. That's it!
Err, was this the way the flashlight was left? Just wanna be sure it's not corrupt.
http://img855.imageshack.us/i/flashlight.png/