List of animations names and their signification 
Are listed animations that are modified , the ones that stayed default are not listed.
Notice that i may have forgot some during all the making process.

---crouched aiming---
klek.rtm

---binocular - crouched---
klEkDALEKend.rtm
klEkDALEKstart.rtm
klEkDALEKstat.rtm

---crouched to stand---
klekdostani.rtm

---crouched to prone---
klEklEH.rtm

---crouched reload---
klEknaBIJ.rtm

---prone aiming---
lEH.rtm

---prone to stand---
lehdostanis.rtm

---prone to crouch---
LEHKLEK.rtm

---prone binocular---
PLAZENIDALEK.rtm
PLAZENIDALEK2.rtm
PLAZENIDALEKSTAT.rtm

---prone reloading---
PLIZENINABIJ.rtm

---stand aiming---
Sstanistat.rtm

---stand ready--- (AI only)
savarestanistat.rtm

---stand to prone---
stanisdolehu.rtm

---stand to crouch---
ssTANIDOKLEK.rtm

---stand reloading---
SNABIJ.rtm

---stand binocular---
sDALEK.rtm
sDALEK2.rtm
sDALEKSTAT.rtm

---jogging---
sbeh0l.rtm

---sprinting--- (modification of Dreamy Knight additional anim)
ssprint0.rtm 

---crouch to sprint/jog---
klekbeh.rtm

---prone to sprint/jog---
lehbeh.rtm

---sprint/jog to prone---
BEHLEH.rtm

---put/drop objects---
sPOLOZ.rtm
spoloz2.rtm
sPOLOZSTAT.rtm

---put/drop objects (while prone)---
lehpoloz.rtm
lehpoloz2.rtm
lehpolozstat.rtm

---end of the grenade launching -standing--- 
sGranaT2.rtm

---weapon in back - binocular---
bezDALEK.rtm
bezDALEK2.rtm
bezDALEKstat.rtm

---weapon on back ->  Salute--- 
bezhlas.rtm
bezHLAS2.rtm
bezHLASstat.rtm

---weapon on back -> Sit down--- 
bezdosedu.rtm
bezSEDI.rtm
bezSEDI2.rtm
bezVZTAVA.rtm

---weapon on back -> die while sit down---
bezsedismrt.rtm
bezsedismrt2.rtm

---weapon on back -> Binocular---
bezDALEK.rtm
bezDALEK2.rtm
bezDALEKstat.rtm

---weapon on back -static- ---
bezstanisTaT.rtm

---weapon on back -rotating standing- ---
DOLEVABEZ.rtm
DOPRAVABEZ.rtm

---weapon on back -> drop-take mines/objects ---
bezstaniPOLOZ1.rtm
bezstaniPOLOZ2.rtm
bezstaniPOLOZstat.rtm

---weapon on back -> stand aiming , and vice versa---
ssTANIDOSTANI.rtm
STANIDOSTANIS.rtm

---weapon on back -> walking ---
(done all the angles for patrol pack, not easy as OFPAnim has no angle values , you have to rotate the model and guess yourself, took me a while to get things like it should)
chuzebez-90l.rtm
chuzebez90l.rtm
chuzebez-45l.rtm
chuzebez45l.rtm
chuzebez0l.rtm
chuzebez180l.rtm
chuzebez-135l.rtm
chuzebez135l.rtm

---weapon on back -> running--- (in the patrol version case it is forced patrol walk)
bezbeh.rtm

---AT on shoulder (static aiming)---
atsTAT.rtm

---AT on shoulder to Stand aiming---
ATDOstani.rtm

---Stand Aiming to AT on shoulder---
staniDOAT.rtm

---AT on shoulder to Crouch aiming---
ATdoklek.rtm

---Crouch aiming to AT on shoulder---
klEkDoaT.rtm

---AT on shoulder to Prone aiming---
ATDOLEHU.rtm

---Prone aiming to AT on shoulder---
LEHDOAT.rtm

---AT on shoulder (reloading)---
atnABIJ.rtm

---AT on shoulder (walking)---
at0l.rtm
at90l.rtm
at-90l.rtm
at45l.rtm
at-45l.rtm
at135l.rtm
at-135l.rtm
at180l.rtm

---AT on shoulder (rotation on oneself using the rotations keys)---
atDOLEVA.rtm
atDOPRAVA.rtm

---Stand Aiming (walking)---
schuze45l.rtm
schuze-45l.rtm
schuze135l.rtm
schuze-135l.rtm

---Stand Aiming (rotation on oneself using the rotation keys)---
SVLEVO.rtm
svpravo.rtm

---Prone (crawling)--- (Dreamy Knight original one reintroduced)
plaznI0L.rtm

---Standing in front officers---(for cutscenes)
uspozorstat.rtm