Bring your saloons, camps and events to life with 27 custom dance animations, each with a male and a female version. From samba and hip hop to northern soul spins, swing and a cheeky chicken dance, this pack gives your players new ways to celebrate.
25.00 USD
Product Features
Both Versions, Every Dance
All 27 dances ship twice, once for a male character and once for a female one, across eight animation dictionaries. The female name is always the male one with @f appended, so redmorrow_dance_24@dance becomes redmorrow_dance_24@dance@f and the choice is a suffix rather than a lookup.
Five Samba, Four Hip Hop
The breakdown is published, not summarised: five samba dances, four hip hop, four northern soul and four general dance loops, with swing, house, running man, maraschino step, breakdance and silly dance all named in the listing. What arrives is a list you can check.
Twenty-Four and Three
Twenty-four main dances, then three more counted separately as bonus. The pack's own breakdown keeps those three apart from the main set, and twenty-seven is simply the two figures added together. The clip list in the download names every one of them.
Short Loops, Long Routines
The shortest clip is half a second, a beat that repeats. The longest runs to just under twenty-eight, which is a routine with somewhere to go, and the middle of the set sits near nine. Every one is set to loop, so a dance holds until something stops it.
Other Players See It
A dance is not a private effect on the dancer's own machine. The files reach everyone connected, so the crowd in the room watches the thing the dancer started, which is the only way a dance is worth having in a roleplay scene.
No /dance Command
There is no command, no keybind and no menu in the download. If your players expect to type /dance, that comes from whatever you wire these clips into. The pack's job ends at making the animations available and naming them.
Paste Into Your Menu
clips.lua arrives unencrypted, so its rows copy straight into the emote menu you already run, and the labels your players read are editable in the same file. Key your menu on the id rather than the clip name: two dances share the clip name jazz_dancing and only their ids tell them apart.
A Table of All of Them
The README carries install steps and a table setting every dance against its dictionary, its clip name and its length. That is the document you work from when you are wiring twenty-seven dances into a menu.
No Threads, No Loops
On the client there are no threads and no loops, which is the whole of where the 0.00 ms figure comes from. The streamed animation files come to about four megabytes. Nothing is ticking on a player's machine while the dance is simply available to be played.
Keyed to Your Cfx Account
The animations are escrow protected, so the server key in server.cfg has to belong to the Cfx.re account the purchase sits under. A key from a different account starts nothing and reports a missing entitlement, which is a configuration problem and not a bad download.
REQUIRED RedM server with Asset Escrow supportAn up-to-date FXServer build. The animations are escrow protected, so the server has to understand escrow for the resource to start at all.
REQUIRED The Cfx.re account that bought itThe server key in your server.cfg has to belong to the same Cfx.re account the purchase sits under in Keymaster. A key from a different account produces an error saying you lack the entitlement, and pointing server.cfg at the right key then restarting is the whole fix.
OPTIONAL An emote menu or a script of your ownNothing in the download plays a dance by itself: there is no menu, no keybind and no command. Copy the clips.lua rows into whatever menu you already run, or call the dances from your own code.
OPTIONAL A framework or a databaseNeither is used, and there is no SQL to run. VORP, RSG, RedEM:RP and a server running none of them all behave identically.
The rm_dance_24 resource, which is fxmanifest.lua, clips.lua, server.lua and a stream folder holding the eight .ycd files, plus README.md. No menu, no keybind and no command, so something you already run has to play the clips.
Yes, both for every one of the 27 dances, spread across eight animation dictionaries. For a female character you want the @f dictionary, as in redmorrow_dance_24@dance@f.
Every clip is set to loop, so a dance carries on until something stops it. The shortest is half a second and the longest just under twenty-eight, with most of the set sitting around nine.
RequestAnimDict on the dictionary, then TaskPlayAnim on the clip, with a worked example in the README. For a female character reach for the @f dictionary, for example redmorrow_dance_24@dance@f.
Yes. The animation files stream to every player on the server, so a dance reads the same to everyone watching it.
The resource runs no client threads and no loops, which is where the 0.00 ms comes from, and it streams about four megabytes in total. It makes the animations available and does nothing else.
clips.lua and README.md ship open, so the names, the categories and the play modes are yours. The .ycd files are escrow protected, and renaming one breaks it, because an RDR2 animation dictionary stores its own name inside the file.
The server key in your server.cfg belongs to a different Cfx.re account from the one that bought the pack. Point it at the key on the purchasing account in Keymaster and restart the server.
Keep it lowercase and free of spaces. rm_dance_24 is the recommended name and the one the README's instructions assume.
No. There is no framework, no database and no SQL anywhere in it, so it sits beside all three or beside nothing at all without behaving differently.
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