BUT, as the person above me said, you can bind keys to setactivecostume.
I have a character that has a number of costumes, six of them. The thing is that they're divided into two versions of three different costumes. One has the insect beetle wings being closed for when the character is not flying and the other has them being open for when the character is flying. I switch between them with numpad keys which I bound exactly as follows::
Comments
To my knowledge, you can't respond to in-game events with CO's macro language.
SetActiveCostume Sets active costume.
Usage: /SetActiveCostume # Costume#. # doesn't do anything, but must be 0-2. Costume# starts at 0.
BUT, as the person above me said, you can bind keys to setactivecostume.
I have a character that has a number of costumes, six of them. The thing is that they're divided into two versions of three different costumes. One has the insect beetle wings being closed for when the character is not flying and the other has them being open for when the character is flying. I switch between them with numpad keys which I bound exactly as follows::
/bind numpad1 "setactivecostume 0 1"
/bind numpad1 "setactivecostume 0 2"
/bind numpad1 "setactivecostume 0 3"
/bind numpad1 "setactivecostume 0 4"
/bind numpad1 "setactivecostume 0 5"
As you can see, it starts at 0 and goes to 5 for costumes 1 through 6. This is because computers start counting at 0.
Anyway, hope that helps.