First off, you'll need to define several weapons. Notice the Balrog has the following :
WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhip Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End
PRIMARY slot is the one it'll use by default.
SECONDARY is never used, as defined by the AutoChooseSources. However it can be fired via a button.
TERTIARY is used against STRUCTURE and BIG_MONSTER. As you may have noticed, those are KindOfs, and I think that you can can define object names in there.
Anyway, now that you defined this, you can try to relate those to animations. PRIMARY is related to FIRING_OR_PREATTACK_A, SECONDARY to FIRING_OR_PREATTACK_B and TERTIARY to FIRING_OR_PREATTACK_C. Easy heh ?
If you want to be even more accurate with your animations, I digged the list off game.dat.
RELOADING_C BETWEEN_FIRING_SHOTS_C FIRING_OR_RELOADING_C FIRING_OR_PREATTACK_C FIRING_C PREATTACK_C RELOADING_B BETWEEN_FIRING_SHOTS_B FIRING_OR_RELOADING_B FIRING_OR_PREATTACK_B FIRING_B PREATTACK_B RELOADING_A BETWEEN_FIRING_SHOTS_A FIRING_OR_RELOADING_A FIRING_OR_PREATTACK_A FIRING_A PREATTACK_A ATTACKING_STRUCTURE ATTACKING