Then you create the animation component:
ShipSprite
{
Type = Sprite
ChainedTo = Weapon
Location = [0, 0]
Rotation = 90d
Layer = "weapons"
ResetAnimationTrigger = Weapon
AtlasSprite
{
AnimationFiles
[
"ship2.png"
// ...
"shipx.png"
"ship1.png"// start & end
]
Size = [8, 8]
AnimationInterval = 0.0625
AnimationStartTime = MinValue
ClampAnimation = true
}
}
This is only for one animation of one weapon.
If you want more weapons & animation you will have to divide the ship into parts and then piece it together. Each with their own animation components. If you overdo it your mod will crash due to sprite memory overrun.