These are sort of designed to be TA-Like, usable for mods that want to distance themselves from TA IP, but still have gameplay similar to TA. A single user can also manualy replace his Anims folder (detail below) to use a custom set for all mods.
The design priciples were basically this: Color relates to nominal target. Red for hostile units, green for friendly units, blue for ground or wreckage. The only exception is Pickup, since I wanted to make its color the same as Putdown.
The animation reflect the action type. Spinning actions are actions that don't end. Animation where the little dots all move involve a nanolath. A blinking ring means "you get a unit, by magic!"
/Attack/Move/Pickup/Unload/Reclaim/Repair/Revive/Capture/Patrol/Defend/










Now, there are a couple of ways to get these. For a single mod, it depends on whether or not the mod calls "otacontent.sd7" as a dependency. If it does, then the frames in my animations need to be multiplied until the snimation is longer than the OTA one it replaces. So you need the big package.
For a mod that doesn't call otacontent.sd7, then all you have to do is grab the small package and pop the "Anims" folder into your mod archive.
For a single user, you can currently grab the big package and put it in an "Anims" folder in your spring directory. That will convert all the cursors to whatever custom set you chose (which is of course currently limited to just the one). The important caveat is that this will take precidence and disable any mod defined custom cursors. Currently there aren't many mods this will affect, just Xect v Mynn I think.
Once custom cursors become more common you may run into problems.
Download Links:
Small (mod author) Version (~100kb):
http://www.bestsharing.com/files/ms0018 ... ll.7z.html
Big (av. Joe) Version (~130kb):
http://www.bestsharing.com/files/ms0018 ... ig.7z.html