you guys probably know all this already but just in case, for classic FPSC, the FPE can be setup to work in conjunction with ai_soldier.lua script. In this case, I've set it up only for the modern\colt1911 weapon for now. Most of the FPSC classic chars use the same anim frames, so you should be able to use this for most or all of the FPSC classic characters. This is if you only want to use the original FPSC classic animation frames and not the masked soldier or other GG animations. Oh I had to put bikini girl and others through mender and sometimes also meshview and then refer the FPE to the mended/mv .X file. Broadcast #53 worth a watch en'all
;header
desc = Bikini Girl
;visualinfo
textured = bikini_d2.dds
effect = effectbank\reloaded\character_basic.fx
castshadow = 0
;ai
aimain = ai_soldier.lua
;orientation
model = bikini_m.X
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 0
materialindex = 0
collisionmode = 21
;identity details
ischaracter = 1
hasweapon = modern\colt1911
isobjective = 0
cantakeweapon = 1
rateoffire = 100
ragdoll = 1
;headlimbs
headlimbs = 32,54
;statistics
strength = 100
explodable = 0
debrisshape = 0
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
soundset = female
;anim
animmax = 1
anim0 = 210,234
playanimineditor = 1
csi_relaxed1 = 210,234
csi_relaxed2 = 210,234
csi_relaxedmovefore = 235,259
csi_cautious = 210,234
csi_cautiousmovefore = 235,259
csi_unarmed1 = 210,234
csi_unarmed2 = 210,234
csi_unarmedconversation = 210,234
csi_unarmedexplain = 210,234
csi_unarmedpointfore = 210,234
csi_unarmedpointback = 210,234
csi_unarmedpointleft = 210,234
csi_unarmedpointright = 210,234
csi_unarmedmovefore = 235,259
csi_unarmedmoverun = 300,318
csi_unarmedstairascend = 210,234
csi_unarmedstairdecend = 210,234
csi_unarmedladderascend1 = 210,234
csi_unarmedladderascend2 = 210,234
csi_unarmedladderascend3 = 210,234
csi_unarmedladderdecend1 = 210,234
csi_unarmedladderdecend2 = 210,234
csi_unarmeddeath = 210,234
csi_unarmedimpactfore = 0,19
csi_unarmedimpactback = 40,59
csi_unarmedimpactleft = 120,139
csi_unarmedimpactright = 80,99
csi_inchair = 210,234
csi_inchairsit = 210,234
csi_inchairgetup = 210,234
csi_swim = 210,234
csi_swimmovefore = 210,234
csi_stoodnormal = 210,234
csi_stoodrocket = 210,234
csi_stoodfidget1 = 210,234
csi_stoodfidget2 = 210,234
csi_stoodfidget3 = 210,234
csi_stoodfidget4 = 210,234
csi_stoodstartled = 210,234
csi_stoodpunch = 210,234
csi_stoodkick = 210,234
csi_stoodmovefore = 210,234
csi_stoodmoveback = 210,234
csi_stoodmoveleft = 210,234
csi_stoodmoveright = 210,234
csi_stoodstepleft = 210,234
csi_stoodstepright = 210,234
csi_stoodstrafeleft = 210,234
csi_stoodstraferight = 210,234
csi_stoodturnleft = 210,234
csi_stoodsubtleturnleft = 210,234
csi_stoodvault = 210,234
csi_stoodmoverun = 663,681
csi_stoodmoverunleft = 623,642
csi_stoodmoverunright = 643,662
csi_stoodreload = 210,234
csi_stoodreloadrocket = 210,234
csi_stoodwave = 210,234
csi_stoodtoss = 210,234
csi_stoodfirerocket = 210,234
csi_stoodincoverleft = 210,234
csi_stoodincoverpeekleft = 210,234
csi_stoodincoverthrowleft = 210,234
csi_stoodincoverright = 210,234
csi_stoodincoverpeekright = 210,234
csi_stoodincoverthrowright = 210,234
csi_crouchidlenormal1 = 210,234
csi_crouchidlenormal2 = 210,234
csi_crouchidlerocket = 210,234
csi_crouchdown = 210,234
csi_crouchdownrocket = 210,234
csi_crouchrolldown = 210,234
csi_crouchrollup = 210,234
csi_crouchmovefore = 210,234
csi_crouchmoveback = 210,234
csi_crouchmoveleft = 210,234
csi_crouchmoveright = 210,234
csi_crouchmoverun = 210,234
csi_crouchreload = 210,234
csi_crouchreloadrocket = 210,234
csi_crouchwave = 210,234
csi_crouchtoss = 210,234
csi_crouchfirerocket = 210,234
csi_crouchimpactfore = 210,234
csi_crouchimpactback = 210,234
csi_crouchimpactleft = 210,234
csi_crouchimpactright = 210,234
csi_crouchgetup = 210,234
csi_crouchgetuprocket = 210,234
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