Non-functioning SNPC Help!

Hello, I have made a SNPC for a gamemode. The problem is, it spawns then just stands there. Code:

[/lua]
AddCSLuaFile( “cl_init.lua” )
AddCSLuaFile( “shared.lua” )

include (‘shared.lua’)

–credits:Maker of AntSurvival

local schdChase = ai_schedule.New( “AIFighter Chase” )
schdChase:AddTask( “FindEnemy”, { Class = “player”, Radius = 900000 } )
schdChase:EngTask( “TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS”, 0 )
schdChase:EngTask( “TASK_RUN_PATH”, 0 )
schdChase:EngTask( “TASK_FACE_ENEMY”, 0 )
//schdChase:EngTask( “TASK_MELEE_ATTACK1”,0)

function ENT:Initialize()
self:SetModel( “models/zombie/classic.mdl” )
self:SetHullType( HULL_MEDIUM );
self:SetHullSizeNormal();
self:SetSolid( SOLID_BBOX )
self:SetMoveType( MOVETYPE_STEP )

self:CapabilitiesAdd( CAP_MOVE_GROUND | CAP_WEAPON_MELEE_ATTACK1 )
self:SetMaxYawSpeed( 5000 )
self:SetHealth(100) 

end

function ENT:OnTakeDmg(dmg)
if self:Health() <= 0 && self.dead == false then //run on death
self.dead = true
self.remove
end
end

function ENT:SelectSchedule()
self:StartSchedule( schdChase )
end [/lua]

This is my non-functining init, any help would be welcome. But what I really want is the HL2 zombie, the only difference would be of it always coming at the player. An example of how to do this would be appreciated. Also, I would like to know how to make them attack any doors blocking their way. And one last thing, I would like them to no-collide between eachother.

EDIT: Why the fuck do I have an idiot as my avatar!?

The map must be noded for it to work (gm_construct is noded, see if it works on that)

Well, I tried it on both Gm_construct and my own noded map. They still just stand there.

I’m not sure if this will help you, but just general things I’ve noticed that may affect the functions. The variable self.dead is not declared so I suggest you use negation instead of checking if it’s equal to false. And self.remove would be calling a nil variable unless I’m missing something.