$modelname "I:\3DSMAX3\Scenes\Officier\officer.mdl"
$cd "\3DSMAX3\Scenes\Officier\"
$cdtexture "\3DSMAX3\Scenes\Officier\skin"

$cliptotextures
$externaltextures

$scale 1.0

$eyeposition 0.000000 0.000000 65.000000

// 2 attachments
// éclair de bouche de l'arme
$attachment 0 "Bip01 R Hand" 19 0.5 4 X 1

// main droite (attachement de l'arme)
$attachment 1 "Bip01 R Hand" 0 0 0 X 1


// 1 bone controllers
$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 -3.10  9.84 6.54 3.25
$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

$hbox 10 "pistol" -8.70 -5.21 -0.38  11.27 2.41 1.97
$hbox 10 "strifleclip" -0.81 -1.01 0.00  2.85 0.88 12.38

// body groups

$bodygroup body
{
 studio "officer_ref"
}

$bodygroup weapons 
{
studio "pistol_ref"
blank
}

// 32 sequences



$sequence idle1 "idle1" loop fps 15 ACT_IDLE 50 
$sequence combat_idle "idle2" loop fps 15 ACT_IDLE_ANGRY 1
$sequence walk "walk" LX loop fps 20 ACT_WALK 1
$sequence boiteux "boite" LX loop fps 15 ACT_WALK_HURT 1 
$sequence papillon "idle2" LX loop fps 15 ACT_GLIDE 1
$sequence run "run" LX loop fps 35 ACT_RUN 1 
$sequence limprun "limprun" LX loop fps 15 ACT_RUN_HURT 1 
$sequence turnl "turnl" fps 15 ACT_TURN_LEFT 1 
$sequence turnr "turnr" fps 15 ACT_TURN_RIGHT 1 
$sequence couvert "cover" fps 15 ACT_COWER 1
$sequence mattack1 "leftpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 2 8 } 
$sequence mattack2 "rightpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 3 7 } 
$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 smallflinch "smallflinch" fps 15 ACT_SMALL_FLINCH 1 
$sequence bigflinch "bigflinch" fps 15 ACT_BIG_FLINCH 1 
$sequence larmflinch "larmflinch" fps 20 ACT_FLINCH_LEFTARM 1 
$sequence llegflinch "llegflinch" fps 20 ACT_FLINCH_LEFTLEG 1 
$sequence rarmflinch "rarmflinch" fps 20 ACT_FLINCH_RIGHTARM 1 
$sequence rlegflinch "rlegflinch" fps 20 ACT_FLINCH_RIGHTLEG 1 
$sequence standing_pistol "tir_bas" "tir_haut" fps 12 blend XR -45 45  ACT_RANGE_ATTACK1 2 {
{ event 1 2 }
{ event 5001 2 "50" } 
}
$sequence crouching_pistol "tirrap_bas" "tirrap_haut" fps 12 blend XR -45 45  ACT_RANGE_ATTACK1 1 {
{ event 1 2 } { event 1 8 }
{ event 5001 2 "50" } { event 5001 8 "50" }
}
$sequence tir_gauche "gauche_tirbas" "gauche_tirhaut" fps 12 blend XR -45 45 {
{ event 1 2 } { event 1 8 } 
{ event 5001 2 "50" } { event 5001 8 "50" }
}
$sequence tir_droite "droite_tirbas" "droite_tirhaut" fps 12 blend XR -45 45 {
{ event 1 2 } { event 1 8 } 
{ event 5001 2 "50" } { event 5001 8 "50" }
}
$sequence recharge "reload" fps 20 ACT_RELOAD 1 { event 4 60 }
$sequence diehead "diehead" fps 20 ACT_DIE_HEADSHOT 1 { event 2002 15 } { event 5 25 }
$sequence diegut "diegut" fps 20 ACT_DIE_GUTSHOT 1 { event 2002 14 } { event 5 55 }
$sequence dieforward "dieforward" fps 16 ACT_DIEFORWARD 1 { event 2002 10 } { event 5 35 }
$sequence diesimple "diesimple" fps 10 ACT_DIESIMPLE 1 { event 2002 6 } { event 5 10 }
$sequence diebackward "diebackward" fps 15 ACT_DIEBACKWARD 1 { event 2002 25 } { event 5 55 }
$sequence deadstomach "mort_ventre" fps 10
$sequence deadside "mort_cote" fps 10
$sequence deadsitting "mort_assit" fps 10
