Dynamic Mission Alliance Animation Replacement pack -nextGen- 1.1
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by Sanctuary

19 January 2006

Thank you for downloading this improved version of the DMA Animation Replacement pack "NextGen"
I hope you will enjoy it.

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--- IMPORTANT --- IMPORTANT --- IMPORTANT --- IMPORTANT --- IMPORTANT --- IMPORTANT ---
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You are totally free to use/modify any of the animations from this pack
-without- having to ask us first, but a credit to the DMA team is very recommended.

You can convert those animations to anything you want, you can use only a part of them, you can mix them, you can rework them etc... without requesting our permission.
If you disagree with that statement we really don't care, sorry.

To be totally OK with DMA, -real work- must be done by an animator wanting to release an animation pack based on this release or the provided backbone animation, not just a "i move the right arm 1/2 pixel left and i release the animation pack under my name".

Usage of this pack is granted to anyone wanting to use it for anything, star trek movie, marriage or plan for world domination ... no need of asking permission to Sanctuary or the other DMA members.
->> As long as this "anyone" will not sell it trying to be the first guy becoming a millionaire by selling a file that is available for free everywhere, i assure you that it will not work.
Credits to DMA is appreciated in any case.

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Informations about the The DMA Animation Pack -nextGen- 1.1
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The DMA Animation Pack -nextGen- 1.1 is a rework of the previous DMA Animation Pack -nextGen-

It was meant an alternative to the DMA Animation Pack 1.1 and because those 2 DMA animations pack have very different feeling that can fit certain situations ingame, you should try both before selecting one.

The -nextGen- animation pack was created after i have seen a screenshot of the "noname" next generation work from Bohemia Interactive showing several Marines with a stand aiming animations.
I wondered how it could look ingame, so i tried to recreate this position, and finally ended in creating a whole new animation pack that i called -nextGen- because of the next generation game BIS is preparing.

Look there :
you can notice 6 folders here, one is named Classic , one is named Patrol one named AIStand Ready NewStandReloadand, ALTjogging , the last is named Backbone.
If you are not an OFP animator, ignore totally the folder named Backbone it has no interest for you.
The AIStandReady folder is offering alternative file you will have to place in the Anim.pbo you prefer to have different stance for the AI when it is "ready".
The Combat ready is another stance with a combat feeling.
The Crouch Ready will make the AI crouching instead of standing when ready (2 variations offered)
The Relax Ready will make the AI more relaxed , but always standing (2 variations offered)

The NewStandReload contains the standing unit "forced to crouch" before reloading, as it provides some more artificial help to the AI , it can be interesting.

The ALTjogging have the previous release jogging animation (jogging is moing forward and is different from moving forward when using the sprint key), read the included readme for more explanation and information

the Patrol and the Classic folders contain each ones an Anim.pbo

Take the Anim.pbo you want to use (you can't use both at the same time) noticing that the Patrol one has the patrol movements replacing the normal "Weapon on back" stances and animations , while the Classic one is ...well using the classic "Weapon on back" stances and animations.

Once you have the Anim.pbo you want to use, follow one of those 3 methods to install the Anim.pbo

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To install the DMA Replacement Animation Pack -nextGen- 1.1 , you xan use :
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-----The Mod Folder way----- (Recommended)
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This way you can avoid to overwrite the BIS Anim.pbo
In your OFP installation , by default
X:\Program Files\Codemasters\Operation Flashpoint\
(X can change according to the letter of your hard drive where you have installed OFP)
by example if you have installed OFP in C:\
C:\Program Files\Codemasters\Operation Flashpoint\

create a new folder and name it , as an example, @DMA  , to obtain
X:\Program Files\Codemasters\Operation Flashpoint\@DMA\
Now enter in this @SANCANIM folder and create a new folder , name it -exaclty- " dta " to obtain :
X:\Program Files\Codemasters\Operation Flashpoint\@DMA\dta\

Put the Anim.pbo you just downloaded with this Readme.txt file there , to have finally
X:\Program Files\Codemasters\Operation Flashpoint\@DMA\dta\Anim.pbo

That 's all
Now edit an OFP shortcut (right click on it and select Properties)
Add , at the end of the Target line , after a space -mod=@DMA and click OK
It should look like this
"X:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe" -nosplash -mod=@DMA
or if you have installed OFP in C:\
"C:\Program Files\Codemasters\Operation Flashpoint\FlashpointResistance.exe" -nosplash -mod=@DMA

After launching OFP with such a shortcut you will have my animation ingame replacing the BIS ones.

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-----The i have already some mod folders way----- 
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If you play already with some mods and have already mods activated by an OFP shortcut, just enter the mod folder in your OFP installation
By example, if you have the mod FDF , go into
X:\Program Files\Codemasters\Operation Flashpoint\finmod

the FDF mod has already a " dta " folder, enter in it
X:\Program Files\Codemasters\Operation Flashpoint\finmod\dta\
And place there the Anim.pbo you just downloaded.

Another example, if you have the mod ECP , go into
X:\Program Files\Codemasters\Operation Flashpoint\@ECP

the ECP mod has already a " dta " folder, enter in it
X:\Program Files\Codemasters\Operation Flashpoint\@ECP\dta\
And place there the Anim.pbo you just downloaded.

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-----The i don't understand anything and i am lazy way----- (not recommended)
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Just go to 
X:\Program Files\Codemasters\Operation Flashpoint\Res\Dta\
and replace the BIS Anim.pbo by this new one you just downloaded.
At least , even if you don't understand a thing and are lazy , please back up the original BIS Anim.pbo before overwriting it.

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Credits
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Thanks to Flashpointgamer for his excellent tutorial in using OFPAnim.
http://ofp.info/animationcenter/

Thanks to Dreamy Knight for his great animations that indirectly forced me to make something because it lacked interpolation. You can find more Dreamy Knight work in the Virtual Military Engineer China troops mod

Thanks to Dschulle for making the program OFPAnim.

Thanks to the Dynamic Mission Alliance for all the testing, suggestions and mixing this together with optimisations.
DMA members :
TacRod
Honchoblack
Sanctuary

Finally thanks to Bohemia Interactive Studios for this masterpiece of Software that Operation Flashpoint is, good luck with your projects guys (and girls).