For basic animating, there's an ini code way of doing it, but doesn't work on items that force an animation (limbs, guns). I have no idea if it works for armor attachables, but can't hurt to try.
In Base.rte/Actors/Brains/Brains.ini you can see a working example, in the Brain actor code:
Code:
SpriteFile = ContentFile
FilePath = Base.rte/Actors/Brains/BrainCaseA.bmp
FrameCount = 4
SpriteAnimMode = 2
SpriteAnimDuration = 500
SpriteOffset = Vector
X = -7
Y = -7
SpriteAnimMode and SpriteAnimDuration are the points of interest.
SpriteAnimDuration is how long (in MS) one animation cycle takes.
SpriteAnimMode determines how the animation works, details below:
SpriteAnimMode
0 = NOANIM
1 = ALWAYSLOOP
2 = ALWAYSRANDOM
3 = ALWAYSPINGPONG
4 = LOOPWHENMOVING
5 = LOOPWHENOPENCLOSE
6 = PINGPONGOPENCLOSE
If that doesn't work on attachables, you've got the right idea with Lua.