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		<title><![CDATA[First Strike Forums — Movement of AT-AT, AT-ST.]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=467</link>
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		<description><![CDATA[The most recent posts in Movement of AT-AT, AT-ST..]]></description>
		<lastBuildDate>Wed, 25 Jan 2006 20:42:18 +0000</lastBuildDate>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4939#p4939</link>
			<description><![CDATA[<p>Just trust in their coders, animators, modellers for the AT-AT and AT-ST</p><p>Greetz</p><p>Dragunov</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Wed, 25 Jan 2006 20:42:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4939#p4939</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4937#p4937</link>
			<description><![CDATA[<p>Wow, well I&#039;ll be surprised with what ever happens. Thanks for the response.</p>]]></description>
			<author><![CDATA[null@example.com (generalandrew)]]></author>
			<pubDate>Wed, 25 Jan 2006 20:41:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4937#p4937</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4920#p4920</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Wed, 25 Jan 2006 19:47:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4920#p4920</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4844#p4844</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Wed, 25 Jan 2006 10:04:52 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4844#p4844</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4826#p4826</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Andrew_Kirk_25)]]></author>
			<pubDate>Wed, 25 Jan 2006 09:03:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4826#p4826</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4805#p4805</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Wed, 25 Jan 2006 08:09:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4805#p4805</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4780#p4780</link>
			<description><![CDATA[<p>Looking good tho <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| xEROhOUR)]]></author>
			<pubDate>Wed, 25 Jan 2006 02:53:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4780#p4780</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4779#p4779</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (FSDev| SCHRifle)]]></author>
			<pubDate>Wed, 25 Jan 2006 02:51:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4779#p4779</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4745#p4745</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (generalandrew)]]></author>
			<pubDate>Tue, 24 Jan 2006 23:25:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4745#p4745</guid>
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			<title><![CDATA[Re: Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4738#p4738</link>
			<description><![CDATA[<p>You&#039;ll probably have to wait for Rifle or another coder.</p>]]></description>
			<author><![CDATA[null@example.com (Andrew_Kirk_25)]]></author>
			<pubDate>Tue, 24 Jan 2006 23:13:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4738#p4738</guid>
		</item>
		<item>
			<title><![CDATA[Movement of AT-AT, AT-ST.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=4730#p4730</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (generalandrew)]]></author>
			<pubDate>Tue, 24 Jan 2006 23:03:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=4730#p4730</guid>
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