In the entities fpe file you'll see at the very bottom, some numbers dealing with animations... will look kinda like this:
animmax = 100
anim0 = 190,209
anim1 = 210,234
anim2 = 235,259
anim3 = 260,279
anim4 = 280,299
anim5 = 300,318
anim6 = 319,355
.
.
.
That sets up the animation number and which frames of animation will be played for that animation number.
So if the model for your entity has 1 animation from 0 to 100 and another from 101 to 200 then your fpe file would look something like this:
animmax = 100
anim0 = 0,100
anim1 = 101,200
Then your switches will need to "activate" your animating entity with a number suitable to what's going to be animating... example:
:state=0,plrdistwithin=50,plrusingaction=1:state=1,plrsound=$0,activateifused=2,alttexture=1
:state=1,plrusingaction=0:state=2
:state=2,plrdistwithin=50,plrusingaction=1:state=3,plrsound=$1,activateifused=0,alttexture=0
:state=3,plrusingaction=0:state=0
Notice in that code, the switch uses "activateifused=2"... so when you give the switch the name of the animating entity in it's "IfUsed" property, then it will activate your animating entity with a value of 2. You can make another switch that uses a value of 3.
Now in your animating entity script:
:activated=2:animate=0
:activated=3:animate=1
So this entity will not be animating until the player pushes one of the switches and THEN it will be animating with the corresponding animation.
I hope I was thorough enough for you and that you can get that work.
The one and only,
~PlystirE~