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	<title type="html"><![CDATA[First Strike Forums — Movement of AT-AT, AT-ST.]]></title>
	<link rel="self" href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=467&amp;type=atom" />
	<updated>2006-01-25T20:42:18Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=467</id>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4939#p4939" />
			<content type="html"><![CDATA[<p>Just trust in their coders, animators, modellers for the AT-AT and AT-ST</p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-25T20:42:18Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4939#p4939</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4937#p4937" />
			<content type="html"><![CDATA[<p>Wow, well I&#039;ll be surprised with what ever happens. Thanks for the response.</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-01-25T20:41:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4937#p4937</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4920#p4920" />
			<content type="html"><![CDATA[<p>I think they gonna find a solution <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>Greetz</p><p>Dragunov</p>]]></content>
			<author>
				<name><![CDATA[Dragunov]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=40</uri>
			</author>
			<updated>2006-01-25T19:47:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4920#p4920</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4844#p4844" />
			<content type="html"><![CDATA[<p>thats Jack &quot;ATAT&quot; Skellington to you sir, and don&#039;t you forget it.</p><p>You guys are awesome, I&#039;m surprised you haven&#039;t banned us yet.&nbsp; I&#039;m sure you almighty devs will think of something just in the nick of time.&nbsp; Or more realistically and ironicly, you will think of the perfect coding for the legs, implement it just right, and then Dice will remove that part of te code from the engine the next week in an attempt to make the helicopters even weaker than they are now.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| RedMonkey999]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=58</uri>
			</author>
			<updated>2006-01-25T10:04:52Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4844#p4844</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4826#p4826" />
			<content type="html"><![CDATA[<p>I thought so too.&nbsp; Unless the AT-AT pilot is actually an AT-AT.</p><p>Anyway, good luck with the skellingtons.</p>]]></content>
			<author>
				<name><![CDATA[Andrew_Kirk_25]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=82</uri>
			</author>
			<updated>2006-01-25T09:03:28Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4826#p4826</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4805#p4805" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>SCHRifle wrote:</cite><blockquote><p>There isn&#039;t much more we can do in BF2 than we could have done in BF1942. The two main methods I&#039;m focusing on are the triple rotational bundles (Same thing GC used) and animating it using skellingtons.</p></blockquote></div><p>Animate using skellingtons eh? if you&#039;re talking about actual animation skeletons, I thought that was only possible with player models in the BF:2 engine.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| RedMonkey999]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=58</uri>
			</author>
			<updated>2006-01-25T08:09:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4805#p4805</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4780#p4780" />
			<content type="html"><![CDATA[<p>Looking good tho <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[FSDev| xEROhOUR]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2</uri>
			</author>
			<updated>2006-01-25T02:53:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4780#p4780</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4779#p4779" />
			<content type="html"><![CDATA[<p>There isn&#039;t much more we can do in BF2 than we could have done in BF1942. The two main methods I&#039;m focusing on are the triple rotational bundles (Same thing GC used) and animating it using skellingtons.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| SCHRifle]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=14</uri>
			</author>
			<updated>2006-01-25T02:51:22Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4779#p4779</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4745#p4745" />
			<content type="html"><![CDATA[<p>Even though the graphics weren&#039;t that good (GC team did a wonderful job with the restrictions they had), it was still fun with the rising and the falling of the AT-ATs.</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-01-24T23:25:40Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4745#p4745</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4738#p4738" />
			<content type="html"><![CDATA[<p>You&#039;ll probably have to wait for Rifle or another coder.</p>]]></content>
			<author>
				<name><![CDATA[Andrew_Kirk_25]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=82</uri>
			</author>
			<updated>2006-01-24T23:13:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4738#p4738</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Movement of AT-AT, AT-ST.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=4730#p4730" />
			<content type="html"><![CDATA[<p>I am wondering, have you experimented with the movement of these two vehcials using the new BF: 2 engine? Is it possible for them to look right? I remember GC had huge limitations.</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-01-24T23:03:28Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=4730#p4730</id>
		</entry>
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