I think from memory the FACE_XXXX animations will play blended with any other animation. Here's a script from the now dead DF2 Mod that made the bartender say a line and do stuff:
//Generated by BehavEd
rem ( "Get out of my bar, you always cause trouble!" );
affect ( "bartender", /*@AFFECT_TYPE*/ FLUSH )
{
task ( "nav_patrol1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol1" );
}
task ( "nav_patrol2" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "bartender_patrol2" );
}
set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "false" );
task ( "get_out" )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/bartender/get_out.mp3" );
}
wait ( 2000.000 );
do ( "get_out" );
wait ( 10000.000 );
set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" );
set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" );
wait ( 500.000 );
affect ( "beer_glass", /*@AFFECT_TYPE*/ FLUSH )
{
remove ( "beer_glass" );
}
set ( /*@SET_TYPES*/ "SET_ADDLHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" );
dowait ( "nav_patrol1" );
set ( /*@SET_TYPES*/ "SET_ANIM_LOWER", /*@ANIM_NAMES*/ "BOTH_STAND1" );
set ( /*@SET_TYPES*/ "SET_ANIM_UPPER", /*@ANIM_NAMES*/ "BOTH_BUTTON2" );
wait ( 250.000 );
set ( /*@SET_TYPES*/ "SET_REMOVELHANDBOLT_MODEL", "models/map_objects/nar_shaddar/beerglass.glm" );
wait ( 5000.000 );
dowait ( "nav_patrol2" );
set ( /*@SET_TYPES*/ "SET_ANGLES", < 0.000 -90.000 0.000 > );
}