//sprintPlayer.csdatablock TSShapeConstructor(sprintDts){ baseShape = "./m.dts"; sequence0 = "./m_root.dsq root"; sequence1 = "./m_run.dsq run"; sequence2 = "./m_run.dsq walk"; sequence3 = "./m_back.dsq back"; sequence4 = "./m_side.dsq side"; sequence5 = "./m_root.dsq crouch"; sequence6 = "./m_run.dsq crouchRun"; sequence7 = "./m_back.dsq crouchBack"; sequence8 = "./m_side.dsq crouchSide"; sequence9 = "./m_look.dsq look"; sequence10 = "./m_root.dsq headside"; sequence11 = "./m_root.dsq headUp"; sequence12 = "./m_jump.dsq jump"; sequence13 = "./m_jump.dsq standjump"; sequence14 = "./m_root.dsq fall"; sequence15 = "./m_root.dsq land"; sequence16 = "./m_armAttack.dsq armAttack"; sequence17 = "./m_root.dsq armReadyLeft"; sequence18 = "./m_root.dsq armReadyRight"; sequence19 = "./m_root.dsq armReadyBoth"; sequence20 = "./m_spearReady.dsq spearready"; sequence21 = "./m_root.dsq spearThrow"; sequence22 = "./m_root.dsq talk"; sequence23 = "./m_death1.dsq death1"; sequence24 = "./m_shiftUp.dsq shiftUp"; sequence25 = "./m_shiftDown.dsq shiftDown"; sequence26 = "./m_shiftAway.dsq shiftAway"; sequence27 = "./m_shiftTo.dsq shiftTo"; sequence28 = "./m_shiftLeft.dsq shiftLeft"; sequence29 = "./m_shiftRight.dsq shiftRight"; sequence30 = "./m_rotCW.dsq rotCW"; sequence31 = "./m_rotCCW.dsq rotCCW"; sequence32 = "./m_root.dsq undo"; sequence33 = "./m_plant.dsq plant"; sequence34 = "./m_root.dsq sit"; sequence35 = "./m_root.dsq wrench"; sequence36 = "./m_root.dsq activate"; sequence37 = "./m_root.dsq activate2"; sequence38 = "./m_root.dsq leftrecoil";}; datablock PlayerData(PlayerSprintArmor : PlayerStandardArmor){ runForce = 100 * 90; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 7; maxBackwardSpeed = 7; maxSideSpeed = 7; maxForwardCrouchSpeed = 15; maxBackwardCrouchSpeed = 15; maxSideCrouchSpeed = 15; jumpForce = 9 * 90; //8.3 * 90; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; minJetEnergy = 0; jetEnergyDrain = 0; canJet = 0; uiName = "Sprint Player"; showEnergyBar = false; runSurfaceAngle = 55; jumpSurfaceAngle = 55;};
The shape constructor datablock is adding animations for "./m.dts" which will be in your mod's folder. The player type doesn't have a shape file set, so it's using the one PlayerStandardArmor has which is the normal one with the old animations.
I think, by that logic, the game wants to overwrite the old stuff. You'd be better off packaging the crouch trigger and making it do the other instead than changing the baseline of the entire model...
I realized this, and just to see if it would work, I added all the dsq files to the folder. It still didn't work.
The player type doesn't have a shape file set, so it's using the ... normal one with the old animations.
-quotes-
Oh. So is there any way for me to do it, or am I out of luck?
set the shapeFile variable on the datablock
Well, for that you'd need an m.dts file in the mod's folder. Which causes massive extra downloads of files they already have installed by default.