The way I tend to do it, in the Aggressor CNS, is like, for example:
Code: Select all
[State 7320, CheckForAnim2]
type = ChangeAnim
trigger1 = AnimExist(180500)
value = 180500
[State 7320, CheckForAnim3]
type = ChangeAnim
trigger1 = !AnimExist(180500)
trigger1 = AnimExist(12250)
value = 12250
[State 7320, CheckForAnim4]
type = ChangeAnim
trigger1 = !AnimExist(180500)
trigger1 = !AnimExist(12250)
trigger1 = AnimExist(180100)
value = 180100
[State 7320, CheckForAnim5]
type = ChangeAnim
trigger1 = !AnimExist(180500)
trigger1 = !AnimExist(12250)
trigger1 = !AnimExist(180100)
trigger1 = AnimExist(6621)
value = 6621
[State 7320, CheckForAnimElse]
type = ChangeAnim
trigger1 = !AnimExist(180500)
trigger1 = !AnimExist(12250)
trigger1 = !AnimExist(180100)
trigger1 = !AnimExist(6621)
value = 5020
This way I have a cascading priority of victim animations.
In this example, my priority is the animation 180500, if it exists. Otherwise, it tries 12250. If it also doesn't exist, it will try 180100... etc, etc.
You'd probably want to edit the CNS in your aggressor to put the victim animation you want as a first choice above the current choice.
-----------------------------
Another way, of course, is to edit the victim itself - in that case you'd just need to edit the AIR file and swap animation IDs.