OK, I had a look at your anim which was very nice, especially for a first attempt
You might want to adjust how the unit ends up after he's dead. At the moment, his head is halfway into his chest
I took a look at the config as well. It was only classed as a standing anim, so, as OFP selects which unit does which anim apparently randomly from a list, you might see a unit looking like he's being blown up by a grenade, then returning to the starting position.
You also, made it looped. I presumed that this is a death anim, so I changed that as well.
I also, made a second anim, using the last frame of your anim copied several times, for the Dead state:
With death anims, you always have two:
1. The Dying state: The actual process of theunit dying, clutching his heart, being blown away etc.
2. The Dead state: The anim that the unit stays in until the misisons is over, or he is hidden or somehting else happens. The unit will do no more anims.
As far as being only activated when there is a grenade explosion, I think that has to be scripted.
Please look through the config to see what I've done with it. (Although, I haven't tried it myself
), and feel free to make any changes.
You can manually play the anim by making a trigger and putting:
unit1 switchMove My_First_Animwhere
unit1 is the name of the unit. This will essentially "kill" the unit though
editYou'll have to PBO the folder and put the addon in your Addons folder.