$modelname "H:\3DSMAX3\Scenes\Commando\commando.mdl"
$cd "\3DSMAX3\Scenes\Commando\"
$cdtexture "\3DSMAX3\Scenes\Commando\skin"

$cliptotextures
$externaltextures

$scale 1.0

$eyeposition 0.000000 0.000000 73.000000

// 1 attachments
$attachment 0 "Bip01 R Hand" 20.500000 0.00000 6.000000 

// 1 bone controller
$controller 0 "Bip01 Head" XR -45 45

//  hit boxes
$hbox 3 "Bip01 Pelvis" -3.44 -4.59 -3.35  1.72 0.00 3.36
$hbox 3 "Bip01 Spine" -1.72 -3.15 -6.5  9.59 4.34 6.5

$hbox 2 "Bip01 Spine3" -5.25 -4.70 -6.96  4.88 5.20 6.96

$hbox 1 "Bip01 Neck" 0.00 -2.50 -2.33  2.81 2.95 2.43
$hbox 1 "Bip01 Head" 0.00 -3.18 -4.5  9.84 6.54 4.5
$hbox 1 "Structure01" -2.43 -3.03 -2.32  2.33 0.00 0.00

$hbox 4 "Bip01 L Clavicle" 0.00 -4.34 -4.76  7.50 4.17 1.24
$hbox 4 "Bip01 L UpperArm" 0.00 -2.80 -1.89  11.93 2.85 1.93
$hbox 4 "Bip01 L Forearm" 0.00 -1.88 -1.89  11.89 2.06 2.05
$hbox 4 "Bip01 L Hand" 0.00 -0.66 -1.55  3.76 0.87 1.46

$hbox 5 "Bip01 R Clavicle" 0.00 -4.34 -1.27  7.49 4.17 4.76
$hbox 5 "Bip01 R UpperArm" 0.00 -2.74 -1.91  11.94 2.89 1.91
$hbox 5 "Bip01 R Forearm" 0.00 -1.70 -2.02  11.87 2.24 1.91
$hbox 5 "Bip01 R Hand" 0.00 -0.69 -1.70  6.65 1.09 3.28

$hbox 6 "Bip01 L Thigh" -1.14 -4.96 -3.70  18.38 4.67 3.70
$hbox 6 "Bip01 L Calf" -0.25 -3.81 -2.17  17.03 1.66 2.56
$hbox 6 "Bip01 L Foot" 0.00 -1.13 -1.43  4.32 5.09 2.05

$hbox 7 "Bip01 R Thigh" -1.21 -4.96 -3.71  18.64 4.67 3.81
$hbox 7 "Bip01 R Calf" -0.16 -4.59 -2.51  17.05 2.06 2.09
$hbox 7 "Bip01 R Foot" 0.00 -1.13 -2.21  4.32 5.09 1.55


$bodygroup body
{
studio "commando_ref"
}

$bodygroup weapons
{
studio "strifle_ref"
studio "repeater_ref"
blank
}

// 32 sequences
$sequence idle1 "idle1" loop fps 30 ACT_IDLE 1 
$sequence idle3 "idle3" loop fps 30 ACT_IDLE 1 
$sequence idle2 "idle2" loop fps 22 ACT_IDLE 1 
$sequence combat_idle "combat_idle" loop fps 20 ACT_IDLE_ANGRY 1
$sequence couvert "cover" fps 15 ACT_COWER 1

$sequence baisse "accroupi" fps 15 ACT_CROUCH 1 
$sequence victory "victoire" loop fps 15 ACT_VICTORY_DANCE 1 
$sequence observe "regarde" fps 15 ACT_STAND 1 

$sequence run "run" LX loop fps 35 ACT_RUN 1
$sequence limprun "limprun" LX loop fps 35 ACT_RUN_HURT 1  

$sequence walk "walk" LX loop fps 35 ACT_WALK 1
$sequence limpwalk "limpwalk" LX loop fps 35 ACT_WALK_HURT 1

$sequence smallflinch "smallflinch" fps 15 ACT_SMALL_FLINCH 1 
$sequence bigflinch "bigflinch" fps 15 ACT_BIG_FLINCH 1 

$sequence reload "reload" fps 15 ACT_RELOAD 1 { event 8 60 }

$sequence standing_strifle "tir_blaster_bas" "tir_blaster_haut" loop fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 {
{ event 1 2 } { event 2 8 }
{ event 5001 2 "31" } { event 5001 8 "31" }
}
$sequence standing_repeater "tir_repeater_bas" "tir_repeater_haut" loop fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 {
{ event 1 2 } { event 2 4 } { event 3 6 } { event 4 8 } { event 5 10 }
{ event 5001 2 "31" } { event 5001 4 "31" } { event 5001 6 "31" } { event 5001 8 "31" } { event 5001 10 "31" }
} 
$sequence crouching_strifle "tir_blaster_bas" "tir_blaster_haut" loop fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 {
{ event 1 2 } { event 2 8 }
{ event 5001 2 "31" } { event 5001 8 "31" }
}
$sequence crouching_repeater "tir_repeater_bas" "tir_repeater_haut" loop fps 20 ACT_RANGE_ATTACK1 1 blend XR -45 45 {
{ event 1 2 } { event 2 4 } { event 3 6 } { event 4 8 } { event 5 10 }
{ event 5001 2 "31" } { event 5001 4 "31" } { event 5001 6 "31" } { event 5001 8 "31" } { event 5001 10 "31" }
}
 
$sequence grenadethrow "grenade" loop fps 30 ACT_RANGE_ATTACK2 1 { event 6 40 } 

$sequence assome "assome" fps 25 ACT_MELEE_ATTACK1 1 { event 10 12 }
$sequence coup_pied "kickback" fps 30 ACT_MELEE_ATTACK1 1 { event 11 50 }

$sequence die_forward "die_forward" fps 37 ACT_DIEFORWARD 1 { event 2001 25 } { event 12 35 }
$sequence die_backwards "die_backwards" fps 24 ACT_DIEBACKWARD 1 { event 2001 45 } { event 12 55 }
$sequence die_simple "die_simple" fps 28 ACT_DIESIMPLE 1 { event 2001 9 } { event 12 10 }
$sequence die_headshot "die_head" fps 20 ACT_DIE_HEADSHOT 1 { event 2001 30 } { event 12 25 }
$sequence die_gutshot "die_gut" fps 20 ACT_DIE_GUTSHOT 1 { event 2001 39 } { event 12 55 }
 
$sequence jump "jump" fps 25 ACT_HOP 1 { event 7 5 } 
$sequence fly_up "fly_up" loop fps 25 
$sequence fly_down "fly_down" loop fps 30 
$sequence fly_attack "fly_attack" loop fps 30 { event 1 4 } { event 5001 4 "31" } { event 2 9 } { event 5001 9 "31" } 
$sequence landfromjump "landfromjump" fps 30 

$sequence deadstomach "mort_ventre" fps 10
$sequence deadside "mort_cote" fps 10
$sequence deadsitting "mort_assit" fps 10
