what exactly are you asking? ive done something like this before by making composites out of the rifle aiming animation from the animation starter pack, and changing the speed of it to what i needed. but i only used one state machine for it and it worked quite effectively. as far as conditions go, i keep it simple and have booleans in the players that get activated by input events and corresponding booleans in the animation event graph that use their values, those get used in the conditions to switch states