well it has with the act_ragdoll. Also a single act_diesimple pose
I don't know if there's any difference but I compiled the model with Studio Compiler, but there only ACT_IDLE ACT_WALK ACT_RUN and ACT_JUMP exist, so I had to input it by hand with downcase letters since they don't fit the box while uppercase.I got the model originaly from UFO:Aftermatch. Here's the process:
1.Extracted gamedata.vfs
2.Compiled model and head into .txt since the program below doesn't support binary format
3.Exported both of them to .obj with UFO Edit
4.Edited with milkshape 3d(Linked the model and its head and put some animations(2 of act_idle,1 act_walk,1 act_diesimple and act_ragdoll)
and exported a reference,and the animations in .smd
And JeffMod, even monster_generics have AI. And please give me info about what (and how to place it if it needs non-standart procedure)the damned origin is in milkshape cause I tried placing the first joint and moving the other to fit the model and the third one solves,but the model is fucked up apart...
Also the oil drums for example have their "origin" on the center of the model but they still collide normally.