decompiling = cheating!
I would gladly have played around with the fast zombie but it seems as my hammer is still broken?
Anyways, I couldn't think of any other solutions than these:
1.The whole climping part is 1 animation.
The only thing you'll have to do is to place the scripted sequence close to the "pipe" and then they will climb it up.
Of course the pipe would have to be as long as the zombie climbes in the animation.
2.The climbing is a custom movement!
Using a scripted_sequence you can make the zombie walk to another scripted_sequence using a "custom walk/run style". Enter the climbing animation (which in this case would be a looping animation) in the custom walk/run animation and put the targeted scripted_sequence ontop of the pipe.
3. (Teh haxxed one)
It is a looped animation, but he cant climp upwards as in the last solution.
Make a platform which flollows a pathcorner and put the zombie ontop of it.
Now make him animate and there you go.
...Maybe? :0