On the client? So you just added it clientside without adding mdlDyna.inc entries? If yes, you need to know that the .ani's and .chr Datas are activ for the changed Monster too.
Code:
Dragoran MI_Dragoran MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_02 1
{
"stand" MTI_STAND
"walk" MTI_WALK
"idle1" MTI_IDLE1
"idle1" MTI_IDLE2
"dmg1" MTI_DMG1
"dmg2" MTI_DMG2
"dmgFly" MTI_DMGFLY
"dmgDie" MTI_DMGDIE
"dmgLive" MTI_DMGLIVE
"die1" MTI_DIE1
"atk1" MTI_ATK1
"atk2" MTI_ATK2
"atk1" MTI_ATK3
"groggy" MTI_GROGGY
// extra
"walk" MTI_JUMP1
"walk" MTI_JUMP2
"walk" MTI_JUMP3
"walk" MTI_JUMP4
"walk" MTI_RUN
}
If you dont have the custom animation of "dmg1", "dmg2" and so on, you cant attack the new Monster without getting a crash.
Btw: You can simply make a copy of mvr_YOURMONSTER_
stand.ani and rename it to mvr_YOURMONSTER_
dmg1.ani. Same for alle the other ones, but this will be very ugly cause there will be no animation when you attack the monster.