Do not place sound files in this zip file its better if you place them in your map zip file! that way it will be easier to updated this script if needed.

Explaining the attributes 

animInputKey is the button "it" will trigger on, choose between FMC_TRIGGER_BUTTON (o key), FMC_TRIGGER_BUTTON2 (x key) or FMC_TRIGGER_BUTTON3 (b key)
if this isent defiend then the animation wont be loaded.

animTextNameNeg and animTextNamePos must be used with animInputKey, this will switch between posetiv and negativ help message. write the name of the help message you want to be showed from the moddesc.xml

animClip 		the name of the clip not the animation name, look for this line in i3d file for your animation <Clip name="ClipSourceName" that is your clip name.
animNode 		is the name of the node in GE.
animSoundPath 	is the path to the "move" sound for the animation. value="nameOfMapFolder/sounds/nameOfSoundFile" this path can be changed to the direction where you have stored your sound files (it starts from mods folder).
animSoundVolume volume for animation sound.
animSoundRadius	how far the sound will play (from animNode)
animSpeed 		how fast the animation will play.

langPlayOnLeave this will tell if it should continue to play the "onEnter" sound when you leave the trigger.
langSoundPath 	same as animSoundPath with one twist by adding {lang} it will replace that with your game language and if it cant find it it will print an error and then try to load the default folder (English).
langSoundVolume volume for lang sound.
langSwitch 		this works with the {lang} variable and if langSwitch is true it will change to your game language but if its false and {lang} can be found in the line it will direct you to the default folder (English).

name 			is used when you save/load, no name might result in that some of the states/times wont be loaded when you load your save.

onCreate 		triggers the script.

How to use
leaving animInputKey or animTextNameNeg or animTextNamePos will disable animation

if you dont have any or want animation then leave the field animNode empty 
if you dont have any or want animation sound then leave the field animSoundPath empty 
if you dont have any or want language sound then leave the field langSoundPath empty 

these are the key nodes for each function and only these needs to be empty if you dont use that function.