Hmm. There are many ways. You could apply Animations or AnimationStates yourself rather than (or in addition to) using CCSkeletonAnimation. Or you could override CCSkeletonAnimation update and don't call super. It has:
- (void) update:(ccTime)deltaTime {
[super update:deltaTime];
deltaTime *= _timeScale;
for (NSValue* value in _states) {
AnimationState* state = [value pointerValue];
AnimationState_update(state, deltaTime);
AnimationState_apply(state, _skeleton);
}
Skeleton_updateWorldTransform(_skeleton);
}
You could avoid updating and/or apply specific states when you want to not apply them. You could also detect when your queued animations are done and queue them again so they repeat.