Nobody's Rangers --> 1.1


Billie|Joe
01-18-2004, 12:56 AM
i snagged this (http://home.comcast.net/~pvt.malarkey/Ally_Ranger_Pack.zip) before the pokemart went down and a couple other guys (mostly RhaAl) wanted these to be converted with 1.1. I would do it if i could but that is beyond my noobish-milkshape knowledge and rhaal said he would do it but is currently having a family crisis so he's out for a bit :-\

strider_d_3000
01-18-2004, 01:05 AM
gasp reaver hope your reading this!!!! ps gonna do this

strider_d_3000
01-18-2004, 02:07 AM
i dotn know y im posting this pic but yeah same picture if you where to load the 3.1 in yeah..ima gonna test it ingame now

strider_d_3000
01-18-2004, 02:11 AM
give me model consistency crap and dont tell me to try another server something is up...ive seen this be4..

strider_d_3000
01-18-2004, 02:52 AM
all man its all coming back to me ive seen this be4 with the same playermodel if you search the request section its the same scenario
it do the file thingy cause the model have 3.1 bones and if you put 1.1 bones with 3.1 model the bones are way different so the only way to fix this is to sort everything out and reassign each bone to the proper model omfg same scenario wow if anyone want to do it ill send what i have so far all you need to do is assign the bone to proper model
DeJa Vu (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=21502)
Oo

strider_d_3000
01-18-2004, 12:31 PM
common man anyone im too lazy itll only take about 1 week or less
ill work on some of em in the mean time

DeltaBoy
01-18-2004, 12:51 PM
That Ranger Model looks soo cool! I want it:(

strider_d_3000
01-18-2004, 02:17 PM
wow overestimated time heres an ingame pic but i got some issue with fingers so hold up on that

Editor321
01-18-2004, 02:25 PM
well, if they were on an old 3.1 skeleton, you will get a slight problem with the hands, talk to me, i can most likely help ya out.

MSN:Editor321(thomasrogers207@hotmail.com)
AIM:MrLuftWaffles

strider_d_3000
01-18-2004, 03:00 PM
i cant seem to email you are u sure u type it in right?

Editor321
01-18-2004, 03:26 PM
thats my msn messenger email, my real email is editor321@planethalflife.com

Captain Dan
01-18-2004, 04:08 PM
*STOMP STOMP CLAP! STOMP STOMP CLAP!* RE-LEASE-RE-LEASE-RELEASE!!!!:cool: :cool: :D :cool: :D

THESE NEW MODELS ROCK!!!!!

Thank You.

Sincerely,
Captain Dan

waffle-SS
01-18-2004, 05:03 PM
ok child, they arent anywhere near ready, how can they release?

Stop being a fool

Toejam Football
01-18-2004, 09:49 PM
Originally posted by waffle-SS
ok child, they arent anywhere near ready, how can they release?

Stop being a fool

How about you take some Prozac and stop being an ass?

Billie|Joe
01-18-2004, 10:50 PM
everyone be friends

swede
01-19-2004, 02:31 PM
hey man lets get this done and thats a real ranger skin

strider_d_3000
01-19-2004, 03:16 PM
im still waiting for Editor321
on the hand issue

swede
01-19-2004, 06:38 PM
hey snider after this is done can you make one that works with 1.0 for me ?

Swedish
01-19-2004, 09:31 PM
Hmm... Is it me or does the limbs body and head seem out of proportions...

strider_d_3000
01-20-2004, 12:33 AM
can anyone help me with finger issue?

swede
01-20-2004, 06:03 AM
hey strider d 3000 after you are done making it into 1.1 do you think you can have the same set and make it 1.0 for me please?

cuz that would be sweet

thanks

Swede

strider_d_3000
01-20-2004, 08:37 AM
as soon as i get some help on the hands

swede
01-20-2004, 01:31 PM
k thasnks ALOT man

strider_d_3000
01-20-2004, 10:55 PM
anyone wants to help me the model just need some fixing on the joints and the fingers needs some messing with

swede
01-22-2004, 02:22 PM
hey strider what need to be done with the hands exsaly?

caz maby i can try

strider_d_3000
01-22-2004, 05:25 PM
well you would have to prob assign the bones to the hand correctly

swede
01-23-2004, 06:20 AM
ok i will try that and see what happends and iv got athoer Q. you know that pic that you had of the guy on avalanche in the ranger uniform was that in 1.1 or 1.0?? i think its 1.1 but i dont know

Billie|Joe
01-23-2004, 08:02 AM
dude....lol calm down he already said he'll covert it to 1.0 for you geez

strider_d_3000
01-23-2004, 11:37 AM
i will convert them to 1.0 just leave your email hopefully you can fix the hands and improve the model

swede
01-23-2004, 05:21 PM
hey thanks but my e-mail cant hold that big of file cuz its a hotmail one but

here try it any way armyman37@hotmail.com

or this one

andrew.edwards@personainternet.com or at the bottom of the post it just hit e-mail

strider_d_3000
01-23-2004, 07:04 PM
damn i dont have 1.0 bones can you send it to me at strider_D_3000@yahoo.com

strider_d_3000
01-23-2004, 09:36 PM
ive found a solution to the hand issue after some testing durning finals week i thought about of hacking the 1.0 hands in to the model well here... i just need someone to beef up the arms or do something...

Billie|Joe
01-23-2004, 09:59 PM
helmets need to be scaled bigger or something

Captain Dan
01-24-2004, 09:00 AM
GO STRIDER!!! W00T!!!!!:cool: :D

Sincerely,
Captain Dan

swede
01-24-2004, 09:11 AM
hey i sent you the e-mail but if it did not work here is the 1.0 QC file but its NOT the origanel sorry cuz im playing with a new ranger skin

but here is the QC that i got

$modelname "C:\WINDOWS\Desktop\games\my musc\us-inf\us-inf.mdl"
$cd "\WINDOWS\Desktop\games\my musc\us-inf\"
$cdtexture "\WINDOWS\Desktop\games\my musc\us-inf\"
$cliptotextures
$externaltextures

$scale 1.0

// 2 attachments
$attachment 0 "Bip01 L Hand" 0.000000 -1.000000 -1.000000
$attachment 1 "Bip01 Head" 7.000000 0.000000 0.000000

// 4 bone controllers
$controller 0 "Bip01 Spine" XR -30 30
$controller 1 "Bip01 Spine1" XR -30 30
$controller 2 "Bip01 Spine2" XR -30 30
$controller 3 "Bip01 Spine3" XR -30 30

// 21 hit boxes
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000
$hbox 6 "Bip01 L Leg" 4.000000 -4.000000 -3.580000 18.110001 4.250000 3.430000
$hbox 6 "Bip01 L Leg1" 0.000000 -4.500000 -3.930000 18.000000 3.000000 3.460000
$hbox 6 "Bip01 L Foot" 0.500000 -2.030000 -1.870000 3.990000 8.500000 2.250000
$hbox 7 "Bip01 R Leg" 4.000000 -4.000000 -3.320000 18.110001 4.250000 3.610000
$hbox 7 "Bip01 R Leg1" 0.000000 -4.500000 -3.730000 18.000000 3.000000 3.660000
$hbox 7 "Bip01 R Foot" 0.500000 -2.030000 -2.470000 3.990000 8.500000 1.700000
$hbox 3 "Bip01 Spine" 0.000000 -5.300000 -6.200000 5.309415 4.500000 6.200000
$hbox 3 "Bip01 Spine1" 0.000000 -4.800000 -6.200000 4.826355 5.000000 6.200000
$hbox 2 "Bip01 Spine2" 0.000000 -5.200000 -7.500000 5.400000 5.600000 7.500000
$hbox 2 "Bip01 Spine3" 0.000000 -5.000000 -5.000000 6.500000 4.500000 5.000000
$hbox 1 "Bip01 Neck" -0.350000 -3.000000 -2.600000 1.600000 2.000000 2.600000
$hbox 1 "Bip01 Head" -0.650000 -3.700000 -3.250000 9.000000 4.600000 3.250000
$hbox 4 "Bip01 L Arm" 0.000000 -3.700000 -3.000000 4.972048 3.560000 2.600000
$hbox 4 "Bip01 L Arm1" 0.000000 -2.520000 -2.500000 10.000000 2.600000 1.900000
$hbox 4 "Bip01 L Arm2" -1.000000 -2.480000 -2.100000 10.000000 2.200000 1.800000
$hbox 4 "Bip01 L Hand" -0.150000 -0.880000 -1.640000 2.696476 0.780000 1.670000
$hbox 5 "Bip01 R Arm" 0.000000 -3.700000 -2.400000 4.972047 3.550000 3.130000
$hbox 5 "Bip01 R Arm1" 0.000000 -2.700000 -2.200000 10.000000 2.600000 2.000000
$hbox 5 "Bip01 R Arm2" -1.000000 -2.440000 -2.000000 10.127059 2.100000 1.900000
$hbox 5 "Bip01 R Hand" -0.110000 -1.090000 -1.690000 2.694496 0.590000 1.747692

$bodygroup body
{
studio "light"
studio "med"
studio "heavy"
studio "mg"
studio "sni"
blank
}

$bodygroup helmet
{
studio "light helmet"
studio "med helmet"
studio "heav helmet"
studio "sni helmet"
studio "mg helmet"
blank
blank
blank


}

$bodygroup head
{
studio "light head"
studio "med head"
studio "heav head"
studio "sni head"
studio "mg head"
blank
blank
}

$bodygroup gear
{
studio "light_gear"
studio "medium_gear"
studio "heavy_gear"
studio "mg_gear"
studio "sniper_gear"
blank
blank
}

// 346 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 2
$sequence dod_idle1 "dod_idle1" loop fps 14 ACT_IDLE 1
$sequence dod_idle2 "dod_idle2" loop fps 26 ACT_IDLE 1
$sequence dod_idle3 "dod_idle3" loop fps 24 ACT_IDLE 1
$sequence dod_idle4 "dod_idle4" loop fps 24 ACT_IDLE 1
$sequence dod_idle5 "dod_idle5" loop fps 24 ACT_IDLE 1
$sequence jump "jump" fps 24 ACT_HOP 1
$sequence swim "swim" loop fps 30 ACT_SWIM 1
$sequence swim_idle "swim_idle" loop fps 30 ACT_HOVER 1
$sequence walk "walk" LX loop fps 31
$sequence dod_walk "dod_walk" LX loop fps 30 ACT_WALK 1
$sequence dod_jog "dod_jog" LX loop fps 30 ACT_WALK 1
$sequence dod_sprint "dod_sprint" LX loop fps 30 ACT_RUN 1
$sequence dod_crawl "dod_crawl" LX loop fps 22
$sequence dod_crouch_idle "dod_crouch_idle" loop fps 12
$sequence prone_idle "prone_idle" loop fps 14
$sequence prone_forward "prone_forward" loop fps 24
$sequence get_down "get_down" fps 24
$sequence get_up "get_up" fps 24
$sequence die_simple "die_simple" fps 22 ACT_DIESIMPLE 1 { event 2001 8 }
$sequence die_backwards "die_backwards" fps 30 ACT_DIEBACKWARD 1 { event 2001 14 }
$sequence die_forwards "die_forwards" fps 30 ACT_DIEFORWARD 1 { event 2001 14 }
$sequence die_headshot "die_headshot" fps 24 ACT_DIE_HEADSHOT 4 { event 2001 21 }
$sequence die_gutshot "die_gutshot" fps 26 ACT_DIE_GUTSHOT 1 { event 2001 21 }
$sequence die_backward_explode "die_backward_explode" fps 28
$sequence die_forward_explode "die_forward_explode" fps 28
$sequence die_buttstock "die_buttstock" fps 24
$sequence die_crouch_head "die_crouch_head" fps 24 { event 2001 9 }
$sequence die_crouch_backwards "die_crouch_backwards" fps 24 { event 2001 9 }
$sequence die_prone1 "die_prone1" fps 28
$sequence stand_rifle_shoot "stand_rifle_shoot_blend1" "stand_rifle_shoot_blend2" "stand_rifle_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_rifle_shoot "crouch_rifle_shoot_blend1" "crouch_rifle_shoot_blend2" "crouch_rifle_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 }
$sequence prone_rifle_shoot "prone_rifle_shoot_blend1" "prone_rifle_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_rifle_swing "stand_rifle_swing_blend1" "stand_rifle_swing_blend2" fps 30 blend XR -45 45
$sequence crouch_rifle_swing "crouch_rifle_swing_blend1" "crouch_rifle_swing_blend2" fps 30 blend XR -45 45
$sequence prone_rifle_swing "prone_rifle_swing_blend1" "prone_rifle_swing_blend2" fps 30 blend XR -45 45
$sequence bipod_rifle_shoot "bipod_rifle_shoot_blend1" "bipod_rifle_shoot_blend2" "bipod_rifle_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence sandbag_rifle_shoot "sandbag_rifle_shoot_blend1" "sandbag_rifle_shoot_blend2" "sandbag_rifle_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_bolt_stab "stand_bolt_stab_blend1" "stand_bolt_stab_blend2" "stand_bolt_stab_blend3" fps 36 blend XR -45 45
$sequence crouch_bolt_stab "crouch_bolt_stab_blend1" "crouch_bolt_stab_blend2" "crouch_bolt_stab_blend3" fps 36 blend XR -45 45
$sequence prone_bolt_stab "prone_bolt_stab_blend1" "prone_bolt_stab_blend2" fps 30 blend XR -45 45
$sequence stand_bolt_shoot "stand_bolt_shoot_blend1" "stand_bolt_shoot_blend2" "stand_bolt_shoot_blend3" fps 30 blend XR -45 45 { event 7000 1 } { event 7002 1 "1" } { event 7002 27 "2" }
$sequence crouch_bolt_shoot "crouch_bolt_shoot_blend1" "crouch_bolt_shoot_blend2" "crouch_bolt_shoot_blend3" fps 30 blend XR -45 45 { event 7000 1 } { event 7002 1 "1" } { event 7002 27 "2" }
$sequence prone_bolt_shoot "prone_bolt_shoot_blend1" "prone_bolt_shoot_blend2" fps 30 blend XR -45 45 { event 7000 1 } { event 7002 1 "1" } { event 7002 27 "2" }
$sequence stand_tommy_shoot "stand_tommy_shoot_blend1" "stand_tommy_shoot_blend2" "stand_tommy_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_tommy_shoot "crouch_tommy_shoot_blend1" "crouch_tommy_shoot_blend2" "crouch_tommy_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_tommy_shoot "prone_tommy_shoot_blend1" "prone_tommy_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence sandbag_tommy_shoot "sandbag_tommy_shoot_blend1" "sandbag_tommy_shoot_blend2" "sandbag_tommy_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence bipod_tommy_shoot "bipod_tommy_shoot_blend1" "bipod_tommy_shoot_blend2" "bipod_tommy_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_fcarb_shoot "stand_fcarb_shoot_blend1" "stand_fcarb_shoot_blend2" "stand_fcarb_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_fcarb_shoot "crouch_fcarb_shoot_blend1" "crouch_fcarb_shoot_blend2" "crouch_fcarb_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_fcarb_shoot "prone_fcarb_shoot_blend1" "prone_fcarb_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_mp40_shoot "stand_mp40_shoot_blend1" "stand_mp40_shoot_blend2" "stand_mp40_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_mp40_shoot "crouch_mp40_shoot_blend1" "crouch_mp40_shoot_blend2" "crouch_mp40_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_mp40_shoot "prone_mp40_shoot_blend1" "prone_mp40_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_stg44_shoot "stand_stg44_shoot_blend1" "stand_stg44_shoot_blend2" "stand_stg44_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_stg44_shoot "crouch_stg44_shoot_blend1" "crouch_stg44_shoot_blend2" "crouch_stg44_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_stg44_shoot "prone_stg44_shoot_blend1" "prone_stg44_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_sten_shoot "stand_sten_shoot_blend1" "stand_sten_shoot_blend2" "stand_sten_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_sten_shoot "crouch_sten_shoot_blend1" "crouch_sten_shoot_blend2" "crouch_sten_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_sten_shoot "prone_sten_shoot_blend1" "prone_sten_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_grease_shoot "stand_grease_shoot_blend1" "stand_grease_shoot_blend2" "stand_grease_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_grease_shoot "crouch_grease_shoot_blend1" "crouch_grease_shoot_blend2" "crouch_grease_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_grease_shoot "prone_grease_shoot_blend1" "prone_grease_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_pistol_shoot "stand_pistol_shoot_blend1" "stand_pistol_shoot_blend2" "stand_pistol_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_pistol_shoot "crouch_pistol_shoot_blend1" "crouch_pistol_shoot_blend2" "crouch_pistol_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 }
$sequence prone_pistol_shoot "prone_pistol_shoot_blend1" "prone_pistol_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_mg_shoot "stand_mg_shoot_blend1" "stand_mg_shoot_blend2" "stand_mg_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_mg_shoot "crouch_mg_shoot_blend1" "crouch_mg_shoot_blend2" "crouch_mg_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_mg_shoot "prone_mg_shoot_blend1" "prone_mg_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence bipod_mg_shoot "bipod_mg_shoot_blend1" "bipod_mg_shoot_blend2" "bipod_mg_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence sandbag_mg_shoot "sandbag_mg_shoot_blend1" "sandbag_mg_shoot_blend2" "sandbag_mg_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_bren_shoot "stand_bren_shoot_blend1" "stand_bren_shoot_blend2" "stand_bren_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_bren_shoot "crouch_bren_shoot_blend1" "crouch_bren_shoot_blend2" "crouch_bren_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_bren_shoot "prone_bren_shoot_blend1" "prone_bren_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence bipod_bren_shoot "bipod_bren_shoot_blend1" "bipod_bren_shoot_blend2" "bipod_bren_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence sandbag_bren_shoot "sandbag_bren_shoot_blend1" "sandbag_bren_shoot_blend2" "sandbag_bren_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_30cal_shoot "stand_30cal_shoot_blend1" "stand_30cal_shoot_blend2" "stand_30cal_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_30cal_shoot "crouch_30cal_shoot_blend1" "crouch_30cal_shoot_blend2" "crouch_30cal_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_30cal_shoot "prone_30cal_shoot_blend1" "prone_30cal_shoot_blend2" fps 24 blend XR -45 45 { event 7002 1 "1" }
$sequence sandbag_30cal_shoot "sandbag_30cal_shoot_blend1" "sandbag_30cal_shoot_blend2" "sandbag_30cal_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence bipod_30cal_shoot "bipod_30cal_shoot_blend1" "bipod_30cal_shoot_blend2" "bipod_30cal_shoot_blend3" fps 24 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_gren_shoot "stand_gren_shoot_blend1" "stand_gren_shoot_blend2" fps 30 blend XR -45 45
$sequence crouch_gren_shoot "crouch_gren_shoot_blend1" "crouch_gren_shoot_blend2" fps 30 blend XR -45 45
$sequence prone_gren_shoot "prone_gren_shoot_blend1" "prone_gren_shoot_blend2" fps 30 blend XR -45 45
$sequence stand_gren_roll "stand_gren_roll_blend1" "stand_gren_roll_blend2" fps 30 blend XR -45 45
$sequence crouch_gren_roll "crouch_gren_roll_blend1" "crouch_gren_roll_blend2" fps 30 blend XR -45 45
$sequence stand_stick_shoot "stand_stick_shoot_blend1" "stand_stick_shoot_blend2" fps 30 blend XR -45 45
$sequence crouch_stick_shoot "crouch_stick_shoot_blend1" "crouch_stick_shoot_blend2" fps 30 blend XR -45 45
$sequence prone_stick_shoot "prone_stick_shoot_blend1" "prone_stick_shoot_blend2" fps 30 blend XR -45 45
$sequence stand_stick_roll "stand_stick_roll_blend1" "stand_stick_roll_blend2" fps 30 blend XR -45 45
$sequence crouch_stick_roll "crouch_stick_roll_blend1" "crouch_stick_roll_blend2" fps 30 blend XR -45 45
$sequence stand_mills_shoot "stand_mills_shoot_blend1" "stand_mills_shoot_blend2" fps 30 blend XR -45 45
$sequence crouch_mills_shoot "crouch_mills_shoot_blend1" "crouch_mills_shoot_blend2" fps 30 blend XR -45 45
$sequence stand_mills_roll "stand_mills_roll_blend1" "stand_mills_roll_blend2" fps 30 blend XR -45 45
$sequence crouch_mills_roll "crouch_mills_roll_blend1" "crouch_mills_roll_blend2" fps 30 blend XR -45 45
$sequence prone_mills_shoot "prone_mills_shoot_blend1" "prone_mills_shoot_blend2" fps 30 blend XR -45 45
$sequence stand_knife_shoot "stand_knife_shoot_blend1" "stand_knife_shoot_blend2" "stand_knife_shoot_blend3" fps 34 blend XR -45 45
$sequence crouch_knife_shoot "crouch_knife_shoot_blend1" "crouch_knife_shoot_blend2" "crouch_knife_shoot_blend3" fps 34 blend XR -45 45
$sequence prone_knife_shoot "prone_knife_shoot_blend1" "prone_knife_shoot_blend2" fps 30 blend XR -45 45
$sequence stand_spade_shoot "stand_spade_shoot_blend1" "stand_spade_shoot_blend2" fps 36 blend XR -45 45
$sequence crouch_spade_shoot "crouch_spade_shoot_blend1" "crouch_spade_shoot_blend2" fps 36 blend XR -45 45
$sequence prone_spade_shoot "prone_spade_shoot_blend1" "prone_spade_shoot_blend2" fps 36 blend XR -45 45
$sequence stand_bazooka_shoot "stand_bazooka_shoot_blend1" "stand_bazooka_shoot_blend2" "stand_bazooka_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_bazooka_shoot "crouch_bazooka_shoot_blend1" "crouch_bazooka_shoot_blend2" "crouch_bazooka_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_bazooka_shoot "prone_bazooka_shoot_blend1" "prone_bazooka_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_pschreck_shoot "stand_pschreck_shoot_blend1" "stand_pschreck_shoot_blend2" "stand_pschreck_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence crouch_pschreck_shoot "crouch_pschreck_shoot_blend1" "crouch_pschreck_shoot_blend2" "crouch_pschreck_shoot_blend3" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence prone_pschreck_shoot "prone_pschreck_shoot_blend1" "prone_pschreck_shoot_blend2" fps 30 blend XR -45 45 { event 7002 1 "1" }
$sequence stand_piat_shoot "stand_piat_shoot_blend1" "stand_piat_shoot_blend2" "stand_piat_shoot_blend3" fps 30 blend XR -45 45 { event 7003 1 "1" }
$sequence crouch_piat_shoot "crouch_piat_shoot_blend1" "crouch_piat_shoot_blend2" "crouch_piat_shoot_blend3" fps 30 blend XR -45 45 { event 7003 1 "1" }
$sequence prone_piat_shoot "prone_piat_shoot_blend1" "prone_piat_shoot_blend2" "prone_piat_shoot_blend3" fps 30 blend XR -45 45 { event 7003 1 "1" }
$sequence stand_rifle_aim "stand_rifle_aim_blend1" "stand_rifle_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_rifle_aim "crouch_rifle_aim_blend1" "crouch_rifle_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_rifle_aim "prone_rifle_aim_blend1" "prone_rifle_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_rifle_aim "sprint_rifle_aim_blend1" "sprint_rifle_aim_blend2" loop fps 30 blend XR -45 45
$sequence sandbag_rifle_aim "sandbag_rifle_aim_blend1" "sandbag_rifle_aim_blend2" "sandbag_rifle_aim_blend3" loop fps 30 blend XR -45 45
$sequence bipod_rifle_aim "bipod_rifle_aim_blend1" "bipod_rifle_aim_blend2" "bipod_rifle_aim_blend3" loop fps 30 blend XR -45 45
$sequence stand_bolt_aim "stand_bolt_aim_blend1" "stand_bolt_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_bolt_aim "crouch_bolt_aim_blend1" "crouch_bolt_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_bolt_aim "prone_bolt_aim_blend1" "prone_bolt_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_bolt_aim "sprint_bolt_aim_blend1" "sprint_bolt_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_bolt_zoom "stand_bolt_zoom_blend1" "stand_bolt_zoom_blend2" "stand_bolt_zoom_blend3" loop fps 30 blend XR -45 45
$sequence crouch_bolt_zoom "crouch_bolt_zoom_blend1" "crouch_bolt_zoom_blend2" "crouch_bolt_zoom_blend3" loop fps 30 blend XR -45 45
$sequence stand_tommy_aim "stand_tommy_aim_blend1" "stand_tommy_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_tommy_aim "crouch_tommy_aim_blend1" "crouch_tommy_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_tommy_aim "prone_tommy_aim_blend1" "prone_tommy_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_tommy_aim "sprint_tommy_aim_blend1" "sprint_tommy_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_tommy_zoom "stand_tommy_zoom_blend1" "stand_tommy_zoom_blend2" "stand_tommy_zoom_blend3" loop fps 30 blend XR -45 45
$sequence crouch_tommy_zoom "crouch_tommy_zoom_blend1" "crouch_tommy_zoom_blend2" "crouch_tommy_zoom_blend3" loop fps 30 blend XR -45 45
$sequence sandbag_tommy_aim "sandbag_tommy_aim_blend1" "sandbag_tommy_aim_blend2" "sandbag_tommy_aim_blend3" loop fps 30 blend XR -45 45
$sequence bipod_tommy_aim "bipod_tommy_aim_blend1" "bipod_tommy_aim_blend2" "bipod_tommy_aim_blend3" loop fps 30 blend XR -45 45
$sequence stand_fcarb_aim "stand_fcarb_aim_blend1" "stand_fcarb_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_fcarb_aim "crouch_fcarb_aim_blend1" "crouch_fcarb_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_fcarb_aim "prone_fcarb_aim_blend1" "prone_fcarb_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_fcarb_aim "sprint_fcarb_aim_blend1" "sprint_fcarb_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_mp40_aim "stand_mp40_aim_blend1" "stand_mp40_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_mp40_aim "crouch_mp40_aim_blend1" "crouch_mp40_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_mp40_aim "prone_mp40_aim_blend1" "prone_mp40_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_mp40_aim "sprint_mp40_aim_blend1" "sprint_mp40_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_stg44_aim "stand_stg44_aim_blend1" "stand_stg44_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_stg44_aim "crouch_stg44_aim_blend1" "crouch_stg44_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_stg44_aim "prone_stg44_aim_blend1" "prone_stg44_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_stg44_aim "sprint_stg44_aim_blend1" "sprint_stg44_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_sten_aim "stand_sten_aim_blend1" "stand_sten_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_sten_aim "crouch_sten_aim_blend1" "crouch_sten_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_sten_aim "prone_sten_aim_blend1" "prone_sten_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_sten_aim "sprint_sten_aim_blend1" "sprint_sten_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_grease_aim "stand_grease_aim_blend1" "stand_grease_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_grease_aim "crouch_grease_aim_blend1" "crouch_grease_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_grease_aim "prone_grease_aim_blend1" "prone_grease_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_grease_aim "sprint_grease_aim_blend1" "sprint_grease_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_pistol_aim "stand_pistol_aim_blend1" "stand_pistol_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_pistol_aim "crouch_pistol_aim_blend1" "crouch_pistol_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_pistol_aim "prone_pistol_aim_blend1" "prone_pistol_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_pistol_aim "sprint_pistol_aim_blend1" "sprint_pistol_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_mg_aim "stand_mg_aim_blend1" "stand_mg_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_mg_aim "crouch_mg_aim_blend1" "crouch_mg_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_mg_aim "prone_mg_aim_blend1" "prone_mg_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_mg_aim "sprint_mg_aim_blend1" "sprint_mg_aim_blend2" loop fps 30 blend XR -45 45
$sequence bipod_mg_aim "bipod_mg_aim_blend1" "bipod_mg_aim_blend2" "bipod_mg_aim_blend3" loop fps 30 blend XR -45 45
$sequence sandbag_mg_aim "sandbag_mg_aim_blend1" "sandbag_mg_aim_blend2" "sandbag_mg_aim_blend3" loop fps 30 blend XR -45 45
$sequence stand_bren_aim "stand_bren_aim_blend1" "stand_bren_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_bren_aim "crouch_bren_aim_blend1" "crouch_bren_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_bren_aim "prone_bren_aim_blend1" "prone_bren_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_bren_aim "sprint_bren_aim_blend1" "sprint_bren_aim_blend2" loop fps 36 blend XR -45 45
$sequence bipod_bren_aim "bipod_bren_aim_blend1" "bipod_bren_aim_blend2" "bipod_bren_aim_blend3" loop fps 30 blend XR -45 45
$sequence sandbag_bren_aim "sandbag_bren_aim_blend1" "sandbag_bren_aim_blend2" "sandbag_bren_aim_blend3" loop fps 30 blend XR -45 45
$sequence stand_30cal_aim "stand_30cal_aim_blend1" "stand_30cal_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_30cal_aim "crouch_30cal_aim_blend1" "crouch_30cal_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_30cal_aim "prone_30cal_aim_blend1" "prone_30cal_aim_blend2" loop fps 30 blend XR -45 45
$sequence sandbag_30cal_aim "sandbag_30cal_aim_blend1" "sandbag_30cal_aim_blend2" "sandbag_30cal_aim_blend3" loop fps 30 blend XR -45 45
$sequence bipod_30cal_aim "bipod_30cal_aim_blend1" "bipod_30cal_aim_blend2" "bipod_30cal_aim_blend3" loop fps 30 blend XR -45 45
$sequence stand_gren_aim "stand_gren_aim_blend1" "stand_gren_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_gren_aim "crouch_gren_aim_blend1" "crouch_gren_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_gren_aim "prone_gren_aim_blend1" "prone_gren_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_gren_aim "sprint_gren_aim_blend1" "sprint_gren_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_stick_aim "stand_stick_aim_blend1" "stand_stick_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_stick_aim "crouch_stick_aim_blend1" "crouch_stick_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_stick_aim "prone_stick_aim_blend1" "prone_stick_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_stick_aim "sprint_stick_aim_blend1" "sprint_stick_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_mills_aim "stand_mills_aim_blend1" "stand_mills_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_mills_aim "crouch_mills_aim_blend1" "crouch_mills_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_mills_aim "prone_mills_aim_blend1" "prone_mills_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_mills_aim "sprint_mills_aim_blend1" "sprint_mills_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_knife_aim "stand_knife_aim_blend1" "stand_knife_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_knife_aim "crouch_knife_aim_blend1" "crouch_knife_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_knife_aim "prone_knife_aim_blend1" "prone_knife_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_knife_aim "sprint_knife_aim_blend1" "sprint_knife_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_spade_aim "stand_spade_aim_blend1" "stand_spade_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_spade_aim "crouch_spade_aim_blend1" "crouch_spade_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_spade_aim "prone_spade_aim_blend1" "prone_spade_aim_blend2" loop fps 30 blend XR -45 45
$sequence sprint_spade_aim "sprint_spade_aim_blend1" "sprint_spade_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_bazooka_aim "stand_bazooka_aim_blend1" "stand_bazooka_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_bazooka_aim "crouch_bazooka_aim_blend1" "crouch_bazooka_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_bazooka_aim "prone_bazooka_aim_blend1" "prone_bazooka_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_bazooka_zoom "stand_bazooka_zoom_blend1" "stand_bazooka_zoom_blend2" "stand_bazooka_zoom_blend3" loop fps 30 blend XR -45 45
$sequence crouch_bazooka_zoom "crouch_bazooka_zoom_blend1" "crouch_bazooka_zoom_blend2" "crouch_bazooka_zoom_blend3" loop fps 30 blend XR -45 45
$sequence prone_bazooka_zoom "prone_bazooka_zoom_blend1" "prone_bazooka_zoom_blend2" loop fps 30 blend XR -45 45
$sequence stand_pschreck_aim "stand_pschreck_aim_blend1" "stand_pschreck_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_pschreck_aim "crouch_pschreck_aim_blend1" "crouch_pschreck_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_pschreck_aim "prone_pschreck_aim_blend1" "prone_pschreck_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_pschreck_zoom "stand_pschreck_zoom_blend1" "stand_pschreck_zoom_blend2" "stand_pschreck_zoom_blend3" loop fps 30 blend XR -45 45
$sequence crouch_pschreck_zoom "crouch_pschreck_zoom_blend1" "crouch_pschreck_zoom_blend2" "crouch_pschreck_zoom_blend3" loop fps 30 blend XR -45 45
$sequence prone_pschreck_zoom "prone_pschreck_zoom_blend1" "prone_pschreck_zoom_blend2" loop fps 30 blend XR -45 45
$sequence stand_piat_aim "stand_piat_aim_blend1" "stand_piat_aim_blend2" loop fps 30 blend XR -45 45
$sequence crouch_piat_aim "crouch_piat_aim_blend1" "crouch_piat_aim_blend2" loop fps 30 blend XR -45 45
$sequence prone_pait_aim "prone_pait_aim_blend1" "prone_pait_aim_blend2" loop fps 30 blend XR -45 45
$sequence stand_piat_zoom "stand_piat_zoom_blend1" "stand_piat_zoom_blend2" "stand_piat_zoom_blend3" loop fps 30 blend XR -45 45
$sequence crouch_piat_zoom "crouch_piat_zoom_blend1" "crouch_piat_zoom_blend2" "crouch_piat_zoom_blend3" loop fps 30 blend XR -45 45
$sequence prone_piat_zoom "prone_piat_zoom_blend1" "prone_piat_zoom_blend2" "prone_piat_zoom_blend3" loop fps 30 blend XR -45 45
$sequence hs_stick_together "hs_stick_together" fps 24
$sequence hs_fall_back "hs_fall_back" fps 24
$sequence hs_no_sir "hs_no_sir" fps 24
$sequence hs_yes_sir "hs_yes_sir" fps 24
$sequence hs_sniper "hs_sniper" fps 24
$sequence hs_backup "hs_backup" fps 24
$sequence hs_enemy_right "hs_enemy_right" fps 24
$sequence hs_enemy_left "hs_enemy_left" fps 24
$sequence hs_grenade "hs_grenade" fps 24
$sequence hs_flank_left "hs_flank_left" fps 24
$sequence hs_move_out "hs_move_out" fps 24
$sequence hs_flank_right "hs_flank_right" fps 24
$sequence hs_area_clear "hs_area_clear" fps 24
$sequence hs_covering_fire "hs_covering_fire" fps 24
$sequence hs_take_cover "hs_take_cover" fps 24
$sequence hs_hold_position "hs_hold_position" fps 24
$sequence hs_spread_out "hs_spread_out" fps 24
$sequence hs_enemy_spotted "hs_enemy_spotted" fps 24
$sequence hs_displace "hs_displace" fps 24
$sequence hs_prepare "hs_prepare" fps 24
$sequence hs_gogogo "hs_gogogo" fps 24
$sequence hs_enemy_ahead "hs_enemy_ahead" fps 24
$sequence hs_enemy_behind "hs_enemy_behind" fps 24
$sequence hs_mg_ahead "hs_mg_ahead" fps 24
$sequence hs_mg_moveup "hs_mg_moveup" fps 24
$sequence hs_cease_fire "hs_cease_fire" fps 24
$sequence hs_use_grens "hs_use_grens" fps 24
$sequence stand_garand_reload "stand_garand_reload" fps 30 { event 7000 1 }
$sequence stand_k43_reload "stand_k43_reload" fps 30
$sequence stand_bar_reload "stand_bar_reload" fps 30
$sequence stand_mp40_reload "stand_mp40_reload" fps 30
$sequence stand_stg44_reload "stand_stg44_reload" fps 30
$sequence stand_bolt_reload "stand_bolt_reload" fps 30 { event 7000 1 }
$sequence stand_m1carb_reload "stand_m1carb_reload" fps 30 { event 7000 1 }
$sequence stand_fcarb_reload "stand_fcarb_reload" fps 30 { event 7000 1 }
$sequence stand_tommy_reload "stand_tommy_reload" fps 30 { event 7000 1 }
$sequence stand_grease_reload "stand_grease_reload" fps 30 { event 7000 1 }
$sequence stand_pistol_reload "stand_pistol_reload" fps 30
$sequence stand_fg42_reload "stand_fg42_reload" fps 30
$sequence stand_sten_reload "stand_sten_reload" fps 30
$sequence stand_webley_reload "stand_webley_reload" fps 30
$sequence stand_bren_reload "stand_bren_reload" fps 30 { event 7000 1 }
$sequence stand_bazooka_reload "stand_bazooka_reload" fps 30 { event 7000 16 "112" }
$sequence stand_bazooka_zoomload "stand_bazooka_zoomload" fps 30 { event 7000 16 "112" }
$sequence stand_pschreck_reload "stand_pschreck_reload" fps 30 { event 7000 16 "112" }
$sequence stand_pschreck_zoomload "stand_pschreck_zoomload" fps 30 { event 7000 16 "112" }
$sequence stand_piat_reload "stand_piat_reload" fps 30
$sequence stand_piat_zoomload "stand_piat_zoomload" fps 30
$sequence sandbag_tommy_reload "sandbag_tommy_reload" fps 30 { event 7000 1 }
$sequence sandbag_bren_reload "sandbag_bren_reload" fps 30 { event 7000 1 }
$sequence sandbag_30cal_reload "sandbag_30cal_reload" fps 30 { event 7000 1 }
$sequence sandbag_mg42_reload "sandbag_mg42_reload" fps 30 { event 7000 1 }
$sequence sandbag_mg34_reload "sandbag_mg34_reload" fps 30 { event 7000 1 }
$sequence sandbag_bar_reload "sandbag_bar_reload" fps 30 { event 7000 1 }
$sequence sprint_30cal_aim "sprint_30cal_aim_blend1" "sprint_30cal_aim_blend2" loop fps 36 blend XR -45 45
$sequence crouch_garand_reload "crouch_garand_reload" fps 30 { event 7000 1 }
$sequence crouch_k43_reload "crouch_k43_reload" fps 30
$sequence crouch_bar_reload "crouch_bar_reload" fps 30
$sequence crouch_mp40_reload "crouch_mp40_reload" fps 30
$sequence crouch_stg44_reload "crouch_stg44_reload" fps 30
$sequence crouch_bolt_reload "crouch_bolt_reload" fps 30 { event 7000 1 }
$sequence crouch_m1carb_reload "crouch_m1carb_reload" fps 30 { event 7000 1 }
$sequence crouch_fcarb_reload "crouch_fcarb_reload" fps 30 { event 7000 1 }
$sequence crouch_tommy_reload "crouch_tommy_reload" fps 30 { event 7000 1 }
$sequence crouch_grease_reload "crouch_grease_reload" fps 30 { event 7000 1 }
$sequence crouch_pistol_reload "crouch_pistol_reload" fps 30
$sequence crouch_fg42_reload "crouch_fg42_reload" fps 30
$sequence crouch_sten_reload "crouch_sten_reload" fps 30
$sequence crouch_reload_webley "crouch_reload_webley" fps 30
$sequence crouch_bren_reload "crouch_bren_reload" fps 30 { event 7000 1 }
$sequence crouch_bazooka_reload "crouch_bazooka_reload" fps 30 { event 7000 16 "112" }
$sequence crouch_bazooka_zoomload "crouch_bazooka_zoomload" fps 30 { event 7000 16 "112" }
$sequence crouch_pschreck_reload "crouch_pschreck_reload" fps 30 { event 7000 16 "112" }
$sequence crouch_pschreck_zoomload "crouch_pschreck_zoomload" fps 30 { event 7000 16 "112" }
$sequence crouch_piat_reload "crouch_piat_reload" fps 30
$sequence crouch_piat_zoomload "crouch_piat_zoomload" fps 30
$sequence hs_prone_move_out "hs_prone_move_out" fps 24
$sequence hs_prone_flank_left "hs_prone_flank_left" fps 24
$sequence hs_prone_flank_right "hs_prone_flank_right" fps 24
$sequence hs_prone_backup "hs_prone_backup" fps 24
$sequence hs_prone_area_clear "hs_prone_area_clear" fps 24
$sequence hs_prone_fall_back "hs_prone_fall_back" fps 24
$sequence hs_prone_sniper "hs_prone_sniper" fps 24
$sequence hs_prone_yes_sir "hs_prone_yes_sir" fps 24
$sequence hs_prone_no_sir "hs_prone_no_sir" fps 24
$sequence hs_prone_enemy_left "hs_prone_enemy_left" fps 24
$sequence hs_prone_enemy_right "hs_prone_enemy_right" fps 24
$sequence hs_prone_grenade "hs_prone_grenade" fps 24
$sequence hs_prone_covering_fire "hs_prone_covering_fire" fps 24
$sequence hs_prone_hold_position "hs_prone_hold_position" fps 24
$sequence hs_prone_spread_out "hs_prone_spread_out" fps 24
$sequence hs_prone_stick_together "hs_prone_stick_together" fps 24
$sequence hs_prone_take_cover "hs_prone_take_cover" fps 24
$sequence hs_prone_enemy_spotted "hs_prone_enemy_spotted" fps 24
$sequence hs_prone_displace "hs_prone_displace" fps 24
$sequence hs_prone_prepare "hs_prone_prepare" fps 24
$sequence hs_prone_gogogo "hs_prone_gogogo" fps 24
$sequence hs_prone_enemy_ahead "hs_prone_enemy_ahead" fps 24
$sequence hs_prone_enemy_behind_1 "hs_prone_enemy_behind_1" fps 24
$sequence hs_prone_enemy_behind_2 "hs_prone_enemy_behind_2" fps 24
$sequence hs_prone_mg_ahead "hs_prone_mg_ahead" fps 24
$sequence hs_prone_mg_moveup "hs_prone_mg_moveup" fps 24
$sequence hs_prone_use_gren "hs_prone_use_gren" fps 24
$sequence hs_prone_cease_fire "hs_prone_cease_fire" fps 24
$sequence prone_pistol_reload "prone_pistol_reload" fps 30
$sequence prone_garand_reload "prone_garand_reload" fps 30 { event 7000 1 }
$sequence prone_m1carb_reload "prone_m1carb_reload" fps 30 { event 7000 1 }
$sequence prone_fcarb_reload "prone_fcarb_reload" fps 30 { event 7000 1 }
$sequence prone_bolt_reload "prone_bolt_reload" fps 30 { event 7000 1 }
$sequence prone_k43_reload "prone_k43_reload" fps 30
$sequence prone_mp40_reload "prone_mp40_reload" fps 30
$sequence prone_stg44_reload "prone_stg44_reload" fps 30
$sequence prone_bar_reload "prone_bar_reload" fps 30
$sequence prone_grease_reload "prone_grease_reload" fps 30 { event 7000 1 }
$sequence prone_tommy_reload "prone_tommy_reload" fps 30 { event 7000 1 }
$sequence prone_fg42_reload "prone_fg42_reload" fps 30
$sequence prone_bren_reload "prone_bren_reload" fps 30 { event 7000 1 }
$sequence prone_webley_reload "prone_webley_reload" fps 30
$sequence prone_sten_reload "prone_sten_reload" fps 30
$sequence bipod_bar_reload "bipod_bar_reload" fps 30 { event 7000 1 }
$sequence bipod_fg42_reload "bipod_fg42_reload" fps 30 { event 7000 1 }
$sequence bipod_bren_reload "bipod_bren_reload" fps 30 { event 7000 1 }
$sequence bipod_30cal_reload "bipod_30cal_reload" fps 30 { event 7000 0 }
$sequence bipod_mg42_reload "bipod_mg42_reload" fps 30 { event 7000 0 }
$sequence bipod_mg34_reload "bipod_mg34_reload" fps 30 { event 7000 0 }
$sequence prone_bazooka_reload "prone_bazooka_reload" fps 30 { event 7000 8 "96" }
$sequence prone_bazooka_zoomload "prone_bazooka_zoomload" fps 30 { event 7000 15 "103" }
$sequence prone_pschreck_reload "prone_pschreck_reload" fps 30 { event 7000 8 "96" }
$sequence prone_pschreck_zoomload "prone_pschreck_zoomload" fps 30 { event 7000 15 "103" }
$sequence prone_piat_zoomload "prone_piat_zoomload" fps 30
$sequence prone_piat_reload "prone_piat_reload" fps 30
$sequence deadback "deadback" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadtable "deadtable" fps 10

strider_d_3000
01-24-2004, 12:03 PM
...i didnt recieve it dammit can u use the 1.0 install and install dod in another dir and then grab the models then del the 1.0 folder then get the sned me the .mdl in one mail and the t.mdl in another?

swede
01-24-2004, 12:39 PM
sure so yuo only wont the us-inf.mdl and the us-infT.mdl?

swede
01-24-2004, 03:53 PM
i cant send it to u it two big

strider_d_3000
01-24-2004, 04:00 PM
....get a host then////

swede
01-24-2004, 08:19 PM
i got brutel to send it to you ok so cheack your e-mail

strider_d_3000
01-25-2004, 01:34 AM
alright i sent it to you hope you can fix it up a bit but before you release it send it back to me and ill make it 1.1 some others can enjoy it too

swede
01-25-2004, 12:59 PM
what e-mail did you send it to?

strider_d_3000
01-25-2004, 01:40 PM
shoot your hotmail inbox is full ill just upload it and give u the site via pm ok

swede
01-25-2004, 06:16 PM
hey thanks man

blyind420
01-26-2004, 04:40 AM
awsome looking except the legs o me appear to be way to fat arms arent too bad compared to the elgs, nice work strider ill definitly use these when they come out

Captain Dan
02-01-2004, 03:20 PM
Once again, any ETA, lol? :D

Sincerely,
Captain Dan

strider_d_3000
02-02-2004, 08:51 AM
its all on swede bug him

VoodooChild
02-02-2004, 02:34 PM
Uncanny,

I was JUST about to post this model pack on the req forum for someone to convert, and I found this thread!

This was my favorite custom pack of all time! The skins were fantastic MOH rips w/the RTCW faces! Looked damn good.

Hopefully this will be out soon!

VoodooCHild

Swedish
02-02-2004, 03:48 PM
Heheh, I know that familiar face on the Sergeants. :)

HINT: It's BJ Blaskowicth

Billie|Joe
02-02-2004, 05:05 PM
(swede plays dod with his new found models)

i really don't think he's going to get these fixed, you could just release them with the known bugs

strider_d_3000
02-02-2004, 06:53 PM
maybe nobody himself can fix it upOo ill try pming him

VoodooChild
02-05-2004, 02:32 PM
Any update on this? Waiting patiantly for release :)
If the hands are a little buggy and thats it, ill d/l an early version. That could passify us old fans of this set for the time being.

Also, Nobody IS around, why no word from him at all?

Voodoo

Nobody
02-06-2004, 01:55 PM
I have a 1.1 set ready to go, I just need a host.

Editor321
02-06-2004, 03:56 PM
I am here :)

Email:editor321@telefragged.com
MSN:Editor321
AIM:MrLuftWaffles

hope to hear from you soon

strider_d_3000
02-06-2004, 04:50 PM
yay but y didnt u pm me back i makes me sad :(

Editor321
02-06-2004, 05:53 PM
i email the links to nobody to release whenever hes ready

swede
02-08-2004, 07:29 AM
hey i have the arms fixed but then my milckshaped ****ed up and i cant run it no more so now im stock with gmax and i cant export the model is .smd :( :(

other wise i would be done

VoodooChild
02-09-2004, 02:47 PM
I've really really been looking forward to having this model set back agai. The new 1.1 Rangers are, ok, but I liked these so much better.

Get these released!!!

Anxious fan
--Voodoo

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.