I apreciatte the help!
I try "state_", but dont work.
To show better:
(object)player // (condition)when animation "ID_atack_1" ends // (object)weapon // (action)destroy
So the player can have more than one type of atack ( atack_0, atack_1...), and at the end of every atack I need to destroy the weapon object tha is created when atacking. So for the condition I need to know to say every atack_x:
(object)player // (condition)when animation "ID_atack_X" ends // (object)weapon // (action)destroy
I dont know if I undertand the loop sugestion very well( and this give me some ideas even for other situations :) ), but for begine I'm searching this term solution if this is possible.