You need to create a hirearcheal model and export it to w3d.....save your first gmax copy.
Then you will have to animate the model by manipulating the bones and setting key frames......then export the animation as "pure animation".....checkmark "Export Using Existing Skeleton".....and select your first exported version as the existing skeleton.
Make sure that you don't move the animation bones from their base pose in frame 0 (original model's bone position) or it will not export correctly.
To view the animation in the w3d viewer open it and then click file/open and select both the base model and the pure animation....then select open or OK.
When you open them you will see the base model and a child animation that is parented to the base model......and the exact name of that animation is displayed in the side tool bar.
Then when you want to impliment the animation you will call the animation "original model name"."pure animation model name".......for example.....Orcabomber.door_anim
The commando editor part is the hardest thing to figure out.
Some of the script values need to be names and some need to be the preset identification numbers......the readme isn't exactly clear on some of the settings but if you play around with them enough you will figure it out