LOL oh god you are all so dumb. You need a root animation for any player armor vehicle. A root animation doesn't have to be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some keyframes, then export it as well as a dsq and set up a shape:
datablock TSShapeConstructor(HorseDts)
{
baseShape = "./horse.dts";
sequence0 = "./h_root.dsq root";
sequence1 = "./h_run.dsq run";
sequence2 = "./h_run.dsq walk";
sequence3 = "./h_back.dsq back";
sequence4 = "./h_side.dsq side";
sequence5 = "./h_root.dsq crouch";
sequence6 = "./h_run.dsq crouchRun";
sequence7 = "./h_back.dsq crouchBack";
sequence8 = "./h_side.dsq crouchSide";
sequence9 = "./h_look.dsq look";
sequence10 = "./h_root.dsq headside";
sequence11 = "./h_root.dsq headUp";
sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./h_root.dsq fall";
sequence15 = "./h_root.dsq land";
sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./h_root.dsq armReadyLeft";
sequence18 = "./h_root.dsq armReadyRight";
sequence19 = "./h_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready";
sequence21 = "./h_root.dsq spearThrow";
sequence22 = "./h_root.dsq talk";
sequence23 = "./h_death1.dsq death1";
sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";
sequence32 = "./h_root.dsq undo";
sequence33 = "./h_plant.dsq plant";
sequence34 = "./h_root.dsq sit";
sequence35 = "./h_root.dsq wrench";
sequence36 = "./h_root.dsq activate";
sequence37 = "./h_root.dsq activate2";
sequence38 = "./h_root.dsq leftrecoil";
};
Edit that as you need, change all animation names in that script to the name of your root animation
IE:
sequence24 = "./h_shiftUp.dsq shiftUp";
should be changed to
sequence24 = "./h_root.dsq shiftUp";
Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model.