//============================================================================= //ANIMS //============================================================================= #exec MESH SEQUENCE MESH=marine SEQ=All STARTFRAME=0 NUMFRAMES=1544 //#exec mesh SEQUENCE MESH=marine SEQ=refpose0 STARTFRAME=0 NUMFRAMES=1 //#exec mesh SEQUENCE MESH=marine SEQ=refpose1 STARTFRAME=1 NUMFRAMES=1 //running anims #exec mesh SEQUENCE MESH=marine SEQ=run STARTFRAME=2 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runsmfr STARTFRAME=23 NUMFRAMES=20 RATE=34 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=runlg STARTFRAME=44 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runlg2 STARTFRAME=44 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runlg3 STARTFRAME=44 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runlgfr STARTFRAME=65 NUMFRAMES=20 RATE=34 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=runlg STARTFRAME=966 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runsmfr STARTFRAME=987 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runsm STARTFRAME=1008 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runsm2 STARTFRAME=1008 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=runpanic STARTFRAME=1243 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=jog STARTFRAME=44 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=jogfire STARTFRAME=65 NUMFRAMES=20 RATE=34 Group=MovingAttack //walking anims #exec mesh SEQUENCE MESH=marine SEQ=walk STARTFRAME=454 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walklg STARTFRAME=475 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walklgfr STARTFRAME=496 NUMFRAMES=20 RATE=20 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=walksmfr STARTFRAME=517 NUMFRAMES=20 RATE=20 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=walklook STARTFRAME=1222 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkdisarmed STARTFRAME=845 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walksm STARTFRAME=687 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkfire STARTFRAME=517 NUMFRAMES=20 RATE=20 Group=MovingAttack //strafing anims #exec mesh SEQUENCE MESH=marine SEQ=strafeR STARTFRAME=86 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=strafeL STARTFRAME=107 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=strafeRlg STARTFRAME=86 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=strafeLlg STARTFRAME=107 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=strafeRsm STARTFRAME=1523 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=strafeLsm STARTFRAME=1502 NUMFRAMES=20 RATE=34 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeLsm STARTFRAME=1078 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeRsm STARTFRAME=1099 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeLlg STARTFRAME=710 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeLRg STARTFRAME=731 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeL STARTFRAME=710 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=walkstrafeR STARTFRAME=731 NUMFRAMES=20 RATE=20 //backstep anims #exec mesh SEQUENCE MESH=marine SEQ=backsteplgfr STARTFRAME=782 NUMFRAMES=20 RATE=20 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=backstepsmfr STARTFRAME=803 NUMFRAMES=20 RATE=20 Group=MovingAttack #exec mesh SEQUENCE MESH=marine SEQ=backstep STARTFRAME=824 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=backrun STARTFRAME=824 NUMFRAMES=20 RATE=20 Group=MovingFire #exec mesh SEQUENCE MESH=marine SEQ=backup STARTFRAME=1301 NUMFRAMES=20 RATE=20 //idle anims #exec mesh SEQUENCE MESH=marine SEQ=breathlg STARTFRAME=128 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breathlg2 STARTFRAME=955 NUMFRAMES=10 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breathsm STARTFRAME=136 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breath1L STARTFRAME=128 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breath2L STARTFRAME=136 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breath STARTFRAME=128 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breath1 STARTFRAME=136 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breath2 STARTFRAME=136 NUMFRAMES=7 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=breathunarmed STARTFRAME=1158 NUMFRAMES=13 RATE=6 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=look STARTFRAME=358 NUMFRAMES=25 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=looklg STARTFRAME=358 NUMFRAMES=25 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=looksm STARTFRAME=1142 NUMFRAMES=15 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=lookL STARTFRAME=358 NUMFRAMES=25 RATE=15 Group=Waiting //taunt anims #exec mesh SEQUENCE MESH=marine SEQ=victory STARTFRAME=383 NUMFRAMES=27 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=vitory1 STARTFRAME=383 NUMFRAMES=27 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=victory1 STARTFRAME=383 NUMFRAMES=27 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=victory1L STARTFRAME=383 NUMFRAMES=27 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=cockgun STARTFRAME=411 NUMFRAMES=17 #exec mesh SEQUENCE MESH=marine SEQ=cockgunL STARTFRAME=411 NUMFRAMES=17 #exec mesh SEQUENCE MESH=marine SEQ=talk STARTFRAME=429 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=chat1 STARTFRAME=429 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=chat2 STARTFRAME=429 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=thrust STARTFRAME=429 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=talklg STARTFRAME=429 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=salute STARTFRAME=323 NUMFRAMES=13 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=taunt1 STARTFRAME=323 NUMFRAMES=13 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=taunt1L STARTFRAME=323 NUMFRAMES=13 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=wave STARTFRAME=337 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=waveL STARTFRAME=337 NUMFRAMES=20 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=wave2a STARTFRAME=916 NUMFRAMES=23 RATE=15 Group=Gesture #exec mesh SEQUENCE MESH=marine SEQ=wave2b STARTFRAME=940 NUMFRAMES=14 RATE=15 Group=Gesture //movement anims #exec mesh SEQUENCE MESH=marine SEQ=aimdnlg STARTFRAME=144 NUMFRAMES=1 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=aimuplg STARTFRAME=145 NUMFRAMES=1 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=aimdnsm STARTFRAME=146 NUMFRAMES=1 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=aimupsm STARTFRAME=147 NUMFRAMES=1 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=turnlg STARTFRAME=450 NUMFRAMES=2 #exec mesh SEQUENCE MESH=marine SEQ=turnsm STARTFRAME=450 NUMFRAMES=2 #exec mesh SEQUENCE MESH=marine SEQ=turn STARTFRAME=450 NUMFRAMES=2 //swim anims #exec mesh SEQUENCE MESH=marine SEQ=treadlg STARTFRAME=168 NUMFRAMES=20 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=treadsm STARTFRAME=189 NUMFRAMES=20 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=swimsm STARTFRAME=210 NUMFRAMES=20 RATE=15 #exec mesh SEQUENCE MESH=marine SEQ=swimlg STARTFRAME=232 NUMFRAMES=20 RATE=15 #exec mesh SEQUENCE MESH=marine SEQ=swim STARTFRAME=210 NUMFRAMES=20 RATE=15 Group=Waiting //duck anims #exec mesh SEQUENCE MESH=marine SEQ=duckwalksm STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Ducking #exec mesh SEQUENCE MESH=marine SEQ=duckwalklg STARTFRAME=559 NUMFRAMES=20 RATE=15 Group=Ducking #exec mesh SEQUENCE MESH=marine SEQ=duckwalk STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Ducking #exec mesh SEQUENCE MESH=marine SEQ=duck STARTFRAME=538 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=flip STARTFRAME=538 NUMFRAMES=1 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=dodgeL STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=dodgeR STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=dodgeF STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=dodgeB STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=Lunge STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Dodge #exec mesh SEQUENCE MESH=marine SEQ=Rightdodge STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Dodge #exec mesh SEQUENCE MESH=marine SEQ=Leftdodge STARTFRAME=538 NUMFRAMES=20 RATE=15 Group=Dodge #exec mesh SEQUENCE MESH=marine SEQ=Getup STARTFRAME=538 NUMFRAMES=20 //jump anims #exec mesh SEQUENCE MESH=marine SEQ=jumpsm STARTFRAME=580 NUMFRAMES=1 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=jumlg STARTFRAME=581 NUMFRAMES=1 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=landlg STARTFRAME=582 NUMFRAMES=1 Group=Landing #exec mesh SEQUENCE MESH=marine SEQ=landsm STARTFRAME=583 NUMFRAMES=1 Group=Landing #exec mesh SEQUENCE MESH=marine SEQ=inair STARTFRAME=580 NUMFRAMES=1 Group=Jumping #exec mesh SEQUENCE MESH=marine SEQ=land STARTFRAME=583 NUMFRAMES=1 Group=Landing //melee anims #exec mesh SEQUENCE MESH=marine SEQ=punch STARTFRAME=252 NUMFRAMES=24 Group=Attack #exec mesh SEQUENCE MESH=marine SEQ=slam STARTFRAME=277 NUMFRAMES=24 Group=Attack #exec mesh SEQUENCE MESH=marine SEQ=riflestomp STARTFRAME=753 NUMFRAMES=13 Group=Attack #exec mesh SEQUENCE MESH=marine SEQ=riflestomp2 STARTFRAME=767 NUMFRAMES=14 Group=Attack //combat anims #exec mesh SEQUENCE MESH=marine SEQ=fighter STARTFRAME=323 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=stilllgfr STARTFRAME=148 NUMFRAMES=8 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=stillsmfr STARTFRAME=159 NUMFRAMES=8 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=stillfrrp STARTFRAME=708 NUMFRAMES=1 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=firing STARTFRAME=159 NUMFRAMES=8 RATE=15 Group=Waiting #exec mesh SEQUENCE MESH=marine SEQ=takeaim STARTFRAME=1029 NUMFRAMES=7 #exec mesh SEQUENCE MESH=marine SEQ=reloadlg STARTFRAME=1036 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=reloadsm STARTFRAME=1057 NUMFRAMES=20 RATE=20 #exec mesh SEQUENCE MESH=marine SEQ=throw STARTFRAME=302 NUMFRAMES=20 //other anims #exec mesh SEQUENCE MESH=marine SEQ=usecomputer STARTFRAME=1122 NUMFRAMES=9 #exec mesh SEQUENCE MESH=marine SEQ=sit STARTFRAME=1132 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=situsecomputer STARTFRAME=1132 NUMFRAMES=9 #exec mesh SEQUENCE MESH=marine SEQ=parachute STARTFRAME=1120 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=activate STARTFRAME=633 NUMFRAMES=28 #exec mesh SEQUENCE MESH=marine SEQ=button1 STARTFRAME=662 NUMFRAMES=23 #exec mesh SEQUENCE MESH=marine SEQ=rapell STARTFRAME=752 NUMFRAMES=1 //civilian anims #exec mesh SEQUENCE MESH=marine SEQ=CIVfighter STARTFRAME=1142 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=CIVcower STARTFRAME=1171 NUMFRAMES=20 #exec mesh SEQUENCE MESH=marine SEQ=CIVcowera STARTFRAME=1171 NUMFRAMES=5 #exec mesh SEQUENCE MESH=marine SEQ=CIVcowerb STARTFRAME=1176 NUMFRAMES=8 #exec mesh SEQUENCE MESH=marine SEQ=CIVcowerc STARTFRAME=1184 NUMFRAMES=7 #exec mesh SEQUENCE MESH=marine SEQ=CIVcower2 STARTFRAME=1191 NUMFRAMES=30 #exec mesh SEQUENCE MESH=marine SEQ=CIVcower2a STARTFRAME=1191 NUMFRAMES=6 #exec mesh SEQUENCE MESH=marine SEQ=CIVcower2b STARTFRAME=1197 NUMFRAMES=18 #exec mesh SEQUENCE MESH=marine SEQ=CIVcower2c STARTFRAME=1215 NUMFRAMES=6 //hit anims #exec mesh SEQUENCE MESH=marine SEQ=guthit STARTFRAME=584 NUMFRAMES=1 Group=TakeHit #exec mesh SEQUENCE MESH=marine SEQ=headhit STARTFRAME=585 NUMFRAMES=1 Group=TakeHit #exec mesh SEQUENCE MESH=marine SEQ=lefthit STARTFRAME=586 NUMFRAMES=1 Group=TakeHit #exec mesh SEQUENCE MESH=marine SEQ=righthit STARTFRAME=587 NUMFRAMES=1 Group=TakeHit //death anims #exec mesh SEQUENCE MESH=marine SEQ=dead1 STARTFRAME=588 NUMFRAMES=16 //BW #exec mesh SEQUENCE MESH=marine SEQ=dead2 STARTFRAME=588 NUMFRAMES=16 //BW #exec mesh SEQUENCE MESH=marine SEQ=dead3 STARTFRAME=619 NUMFRAMES=14 //FW #exec mesh SEQUENCE MESH=marine SEQ=dead5 STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=dead6 STARTFRAME=883 NUMFRAMES=17 //FW2 #exec mesh SEQUENCE MESH=marine SEQ=dead7 STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=dead7a STARTFRAME=901 NUMFRAMES=13 //torso no legs #exec mesh SEQUENCE MESH=marine SEQ=dead11 STARTFRAME=1264 NUMFRAMES=35 //FW3 #exec mesh SEQUENCE MESH=marine SEQ=dead4 STARTFRAME=1322 NUMFRAMES=35 //HEADSHOT FW3 #exec mesh SEQUENCE MESH=marine SEQ=dead7b STARTFRAME=1360 NUMFRAMES=16 //bw legs #exec mesh SEQUENCE MESH=marine SEQ=dead8 STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=dead9 STARTFRAME=588 NUMFRAMES=16 //BW #exec mesh SEQUENCE MESH=marine SEQ=dead9b STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=dead8b STARTFRAME=1377 NUMFRAMES=16 //bw larm #exec mesh SEQUENCE MESH=marine SEQ=dead8c STARTFRAME=1394 NUMFRAMES=14 //fw larm #exec mesh SEQUENCE MESH=marine SEQ=dead8d STARTFRAME=1408 NUMFRAMES=14 //fw rarm #exec mesh SEQUENCE MESH=marine SEQ=dead8a STARTFRAME=1422 NUMFRAMES=16 //bw rarm #exec mesh SEQUENCE MESH=marine SEQ=dead10d STARTFRAME=1439 NUMFRAMES=16 //bw lleg #exec mesh SEQUENCE MESH=marine SEQ=dead10c STARTFRAME=1456 NUMFRAMES=14 //fw lleg #exec mesh SEQUENCE MESH=marine SEQ=dead10a STARTFRAME=1470 NUMFRAMES=14 //fw rleg #exec mesh SEQUENCE MESH=marine SEQ=dead10b STARTFRAME=1484 NUMFRAMES=16 //bw rleg #exec mesh SEQUENCE MESH=marine SEQ=dead11 STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=death STARTFRAME=588 NUMFRAMES=16 //BW #exec mesh SEQUENCE MESH=marine SEQ=death2 STARTFRAME=619 NUMFRAMES=14 //FW #exec mesh SEQUENCE MESH=marine SEQ=death3 STARTFRAME=866 NUMFRAMES=16 //BW2 #exec mesh SEQUENCE MESH=marine SEQ=death4 STARTFRAME=883 NUMFRAMES=17 //FW2 //carcass anims #exec mesh SEQUENCE MESH=marine SEQ=deathend STARTFRAME=604 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend2 STARTFRAME=604 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend3 STARTFRAME=632 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend4 STARTFRAME=1357 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend5 STARTFRAME=882 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend6 STARTFRAME=900 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend7 STARTFRAME=882 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend7a STARTFRAME=915 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend7b STARTFRAME=1375 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend8b STARTFRAME=1393 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend8a STARTFRAME=1438 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend8d STARTFRAME=1421 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend8c STARTFRAME=1407 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend10b STARTFRAME=1469 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend10a STARTFRAME=1455 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend10d STARTFRAME=1483 NUMFRAMES=1 #exec mesh SEQUENCE MESH=marine SEQ=deathend10c STARTFRAME=1500 NUMFRAMES=1