nice thats my solution for a lot of things...
the only one i don´t have it´s to run but a lot of work have to do now
In your actor's definition (e.g. trinity.act3d) you can add another animation block for "running" for this purpose, just copy the walk animation block, name it "run" and enter the start/end frames for it.
To associate the running animation to some key combination, you will have to add it to Mnemonic's script example in scripts/direct_control.script. The only difference is, that you always have to set the current walking/running animation and the actor's velocity when you change between running and walking. You can do this by setting the new actor attributes "Velocity" (walking speed), "AngularVelocity" (turning speed) and "WalkAnimName" (your new animation's name). Check the docs here: Scripting in WME -> Script language reference -> 3D actor object.
Good luck