I've did a search, helpful as most are, not really sure how to put eventhandlers in config without scripts. After experimenting here's the data should u wanna run simultaneous animations when your addon starts ingame without any control.

1. Usually for any animations u make u would have to define it as class animation in cpp.

2. if u dont have control switches over the animations, then u would'nt need to write out the user animations, just put your class animation package - class watever in class eventhandler.

eg:-
class eventhandlers
{
init="(_this select 0) animate [""ani_rlife3"", 1]";
};
};

- and ingame it should start the animation.

3. But if u have many animations to run, then just put it:-

{
init="(_this select 0) animate [""ani_rlife3"", 1]; (_this select 0) animate [""ani_rlife2"", 1]; (_this select 0) animate [""ani_rlife2"", 1]";
};
};


***** take note of the "".....its init ="xxxx;xxxx;xxx"; and not init="xxx";"xxx";"xxx";

Hope it helps.