30+ custom dance animations for RedM, each with a male and a female version: 20 breakdance moves, 6 hip hop dances and 8 party dances. Delivered as native RDR2 .ycd files streamed straight from the resource, with every clip looping and playing in place.
30.00 USD
Product Features
Twenty of Them Are Breakdance
A ready stance, uprock and an uprock that drops to the ground, footwork, swipes, flairs, a headspin start and a run of freezes to land on. The first dance pack has one entry called breakdance; this one takes the word apart into twenty separate moves.
It Loops, and It Stays Put
Every one of the thirty-four is set to loop, and not one of them carries root motion. The moonwalk included: it reads as travel and moves the character nowhere. Trigger a dance on a bar top or a balcony and the dancer is still on it afterwards.
Six Moves Start on the Floor
Six of the breakdance moves open from the ground rather than from standing, and those six rows ask for a slower blend-in, about half a second, where the other twenty-eight blend at twice that rate. Honour it and the character eases down into the move; ignore it and they arrive on the floor already in position.
Twenty, Six and Eight
A split that closes: twenty breakdance, six hip hop, eight party, thirty-four in total with every clip in exactly one group. The hip hop is wave, tut, booty, slide and step. The party set is the moonwalk, can can, hokey pokey, twist, shopping cart, butterfly twirl, belly dance and silly dancing.
Both Bodies, Two Dictionaries
Male dances live in redmorrow2@dance and female ones in redmorrow2@dance@f, and all thirty-four are in both under the same clip name, with no exceptions. Two names cover the entire pack, so a menu entry is a clip against one of two constants rather than a per-dance lookup to keep straight.
The Clip List Is a Document
clips.lua is never executed. The manifest declares no client scripts and no server scripts, so nothing in the resource reads it and no client downloads it: it is a reference you copy from. Which is also why renaming a label there changes nothing until you rename it in your own menu as well.
It Runs Beside Pack One
A second pack rather than a replacement, and the reason is concrete: this one streams under redmorrow2 and the first under rm_dance_24, so the dictionary names cannot collide. Both start on the same server and the twenty-seven you already wired in keep working untouched.
Three Guides and a README
The README carries the install steps and the animation table. Then docs/ holds three more, written separately for the customer, the server owner and the developer, so nobody has to read past the two thirds that are not their job.
No Scripts, On Either Side
Not a light script: no script. There is no client file and no server file in the resource at all, which is why it reads 0.00 ms on both monitors rather than merely a low number. What ships is 2.9 MB of animation, downloaded once and cached.
Escrow on the Files, Not the List
Cfx.re Asset Escrow covers the .ycd files. It does not cover clips.lua or the documentation, so the list you wire a menu from and the instructions you follow are both plain text, open to read and open to edit.
REQUIRED A RedM server that understands escrowAn FXServer build current enough to handle Cfx.re Asset Escrow. The animation files are protected, so a server that cannot read escrow does not get as far as starting the resource.
REQUIRED Asset packs enabled on your key (/assetpacks)A separate check from escrow, and the one more likely to catch you out. The manifest declares dependency '/assetpacks', which Cfx.re tests against your licence key at start-up. A key without it refuses to start the resource, and nothing inside the resource can work around that: enable asset packs for the key in the Cfx.re portal.
REQUIRED A server key from the buying accountKeymaster ties the purchase to one Cfx.re account, and the key in server.cfg has to come from that same account. Mismatched, the server reports a missing entitlement. Swap the right key in, restart, and that is the whole of it.
OPTIONAL Something of yours to play themAn emote menu, a job script, a prompt, anything able to call an animation. The pack hands over the clips and the list naming them; it never hands over the thing a player presses.
OPTIONAL A framework, or any databaseUsed by neither. There is no SQL to run and no core to detect, so VORP, RSG, RedEM:RP and a bare server all end up behaving the same way.
Different dances and a different centre of gravity. The first pack is social dancing, samba and northern soul and swing, with a single entry called breakdance. This one spends twenty of its thirty-four on breakdance alone, then adds six hip hop and eight party dances. They are built to sit in one server, so owning either does not rule out the other.
It is a headspin start, and that is what the clip list calls it. Read the breakdance set as a vocabulary to cut between rather than as finished routines: a ready stance, uprock, footwork, swipes, flairs, the headspin entry, and freezes to land on.
No. The animations carry no root motion, so a character dances on the spot and ends where they began. That is what makes them safe to fire on a balcony, on a bar top or in the middle of a crowd.
Six of the moves open from the ground instead of from standing. clips.lua suggests a blend-in for those six, which is what carries the character down into the move. Play one without it and they appear on the floor already in position.
For all thirty-four, with no exceptions. There are two dictionaries in the whole pack: redmorrow2@dance for male and redmorrow2@dance@f for female, carrying identical clip names, so picking a body is a suffix rather than a lookup.
Not from the data as it ships. Every row carries the same category, dance, so a menu built straight off that field shows one undifferentiated list of thirty-four. The twenty, six and eight split is documented rather than encoded, so either rewrite category in clips.lua, which the licence allows, or do the grouping in your own menu's config.
Whatever you already run. There is no menu, no command and no keybind in the download, by design. The rows in clips.lua go into the emote system, job script or prompt you have, and that is the thing a player reaches for.
clips.lua, the README, the changelog and the guides are all outside escrow, so the label, the category and the play mode on any row are yours. What you must not touch is the dictionary and clip names, which have to keep matching the names stored inside the .ycd files, and the .ycd files themselves. Edit a protected file and the resource stops starting.
A key problem rather than a broken download. server.cfg is pointing at a key issued to a different Cfx.re account from the one the purchase sits under. Put the purchasing account's key in and restart.
Not at all. Nothing in the pack looks for a core, reads a database or runs SQL, so it behaves identically on VORP, on RSG, on RedEM:RP and on a server running no framework whatsoever.
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34 dance animations, twenty breakdance, six hip hop and eight party, each in a male and a female version across two dictionaries.
clips.lua listing every dance by id and label, against its dictionary, clip, category, duration, play mode and root-motion flag, with a blend-in on the six that start from the floor.
README with the install guide and the animation table.
Separate customer, server owner and developer guides under docs/.
Cfx.re Asset Escrow protection, with clips.lua and the docs left open.
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