The animation syntax holds the following composition: { { { . . . } } } ANIMATION_DATA: The name of all animations, usually the name of the entity it is intended for (i.e., "cyb_pl"). ANIMATION_SET: The name of a particular general animation, usually the name of the action (i.e., "walk") ANIMATION_FACE: The specific facing of a set, contains the actual frames, usually the directional facing of the animation (i.e., "n", "ne", "s", "sw", etc.) FILE: The explicit filename of the frame image (i.e., "my_image.png") TAG: An action you want triggered on this frame (i.e., "crouch"). Tags can be used to activate: sound effects, in-game movement, etc., providing they are programmed into the target Entity. each entry _MUST_ have a newline '\n'!