The skeletal animations worked fine to me with a different UT2k4 mesh using #exec directives for animations instead:
Code:#exec ANIM IMPORT ANIM=BipedMaleA ANIMFILE="Models\BipedMaleA.psa" COMPRESS=1 MAXKEYS=1594
// Animation sequences..
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=All STARTFRAME=0 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DodgeB STARTFRAME=0 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DodgeF STARTFRAME=13 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DodgeL STARTFRAME=26 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DodgeR STARTFRAME=39 NUMFRAMES=13 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=HitB STARTFRAME=52 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=HitF STARTFRAME=53 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=HitL STARTFRAME=54 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=HitR STARTFRAME=55 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Hit_Head STARTFRAME=56 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DeathB STARTFRAME=57 NUMFRAMES=20 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DeathF STARTFRAME=77 NUMFRAMES=23 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DeathL STARTFRAME=100 NUMFRAMES=28 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DeathR STARTFRAME=128 NUMFRAMES=19 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=CrouchR STARTFRAME=147 NUMFRAMES=28 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Weapon_Switch STARTFRAME=175 NUMFRAMES=11 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Jump_Land STARTFRAME=186 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Jump_Mid STARTFRAME=187 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Jump_Takeoff STARTFRAME=193 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Swim_Tread STARTFRAME=199 NUMFRAMES=24 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=SwimB STARTFRAME=223 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=SwimL STARTFRAME=241 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=SwimR STARTFRAME=259 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=SwimF STARTFRAME=277 NUMFRAMES=18 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Breath1 STARTFRAME=295 NUMFRAMES=25 RATE=12 COMPRESS=1,00 // For preview mesh menu.
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Biggun STARTFRAME=295 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character01 STARTFRAME=320 NUMFRAMES=55 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=idle_chat STARTFRAME=375 NUMFRAMES=31 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Rest STARTFRAME=406 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Rifle STARTFRAME=431 NUMFRAMES=25 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Takeoff STARTFRAME=456 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Mid STARTFRAME=462 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpF_Land STARTFRAME=468 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Takeoff STARTFRAME=469 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Mid STARTFRAME=475 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpB_Land STARTFRAME=481 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Takeoff STARTFRAME=482 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Mid STARTFRAME=488 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpL_Land STARTFRAME=494 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Takeoff STARTFRAME=495 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Mid STARTFRAME=501 NUMFRAMES=6 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=JumpR_Land STARTFRAME=507 NUMFRAMES=1 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeR STARTFRAME=508 NUMFRAMES=9 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeL STARTFRAME=517 NUMFRAMES=9 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeF STARTFRAME=526 NUMFRAMES=11 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WallDodgeB STARTFRAME=537 NUMFRAMES=11 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpL STARTFRAME=548 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpF STARTFRAME=558 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpB STARTFRAME=568 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=DoubleJumpR STARTFRAME=578 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=gesture_beckon STARTFRAME=588 NUMFRAMES=19 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=gesture_cheer STARTFRAME=607 NUMFRAMES=34 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=gesture_halt STARTFRAME=641 NUMFRAMES=24 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=gesture_point STARTFRAME=665 NUMFRAMES=20 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt01 STARTFRAME=685 NUMFRAMES=23 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Biggun_Aimed STARTFRAME=708 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Biggun_Burst STARTFRAME=718 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Crouch STARTFRAME=721 NUMFRAMES=24 RATE=12 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Crouch_Aimed STARTFRAME=745 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Crouch_Burst STARTFRAME=755 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Crouch_TurnL STARTFRAME=758 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Crouch_TurnR STARTFRAME=768 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Rifle_Aimed STARTFRAME=778 NUMFRAMES=10 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Rifle_Burst STARTFRAME=788 NUMFRAMES=3 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=TurnL STARTFRAME=791 NUMFRAMES=10 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=TurnR STARTFRAME=801 NUMFRAMES=10 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=CrouchB STARTFRAME=811 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=CrouchF STARTFRAME=839 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=CrouchL STARTFRAME=867 NUMFRAMES=28 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=RunB STARTFRAME=895 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=RunF STARTFRAME=911 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=RunL STARTFRAME=927 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=RunR STARTFRAME=943 NUMFRAMES=16 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WalkB STARTFRAME=959 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Walk STARTFRAME=981 NUMFRAMES=22 RATE=30 COMPRESS=1,00 // For other preview mesh menu.
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WalkF STARTFRAME=981 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WalkL STARTFRAME=1003 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=WalkR STARTFRAME=1025 NUMFRAMES=22 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=PThrust STARTFRAME=1047 NUMFRAMES=67 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=AssSmack STARTFRAME=1114 NUMFRAMES=38 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=ThroatCut STARTFRAME=1152 NUMFRAMES=70 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Specific_1 STARTFRAME=1222 NUMFRAMES=131 RATE=40 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt02 STARTFRAME=1353 NUMFRAMES=37 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character02 STARTFRAME=1390 NUMFRAMES=104 RATE=15 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Idle_Character03 STARTFRAME=1494 NUMFRAMES=74 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Gesture_Taunt03 STARTFRAME=1568 NUMFRAMES=25 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=BipedMaleA SEQ=Vehicle_Driving STARTFRAME=1593 NUMFRAMES=1 RATE=30 COMPRESS=1,00
#exec ANIM DIGEST ANIM=BipedMaleA