If I understand correctly, you don't want to make the ego disappear, just to change to a different view (the swinging animation). But just to be clear, instead of (SetUp gEgo), the code that would make the ego reappear would be (send gEgo:show()).
For your purposes, the best thing to do is set up a changeState method:
(method (changeState mainState)
= state mainState
(switch(state)
(case 0) // since there's no case 1 identified, it won't go to case 2 unless told
(case 2 = seconds 1 //or however long you want the animation to be
(send gEgo:view(#)loop(#)cel(0)setCycle(End)) // change ego to animation view
(ProgramControl) // player will not be able to move or type during animation
) // end case 1
(case 3
(send gEgo:view(0)loop(#)cel(#)setCycle(Walk)) // change ego back to walking view
(PlayerControl) // give player back ability to move and type
) // end case 2
) // end switch(state)
) // end method
That would be the basic code to change the Ego to a different view for some animation, and to get the game to do it is pretty simple...you use the same (if(Said())) thing, only if the player did input 'hit/ball', you do (RoomScript:changeState(2)), which will then run the animation code.