Scripting animations in TSL requires adding 10,000 to the ID in animations.2da. So 10460 in the script is animation 460, i.e. Damage_Force_Crush. The 121 in the first line is a constant in nwscript.nss, ANIMATION_FIREFORGET_FORCE_CAST. I'm not exactly sure where the animations in a DLG are pulled from. The second half of the list, the ones that start at 10006 (DEAD) come from dialoganimations.2da, but I don't know what the source of the 1xxx numbered ones is (it doesn't match up with animations.2da). There are also names for ones in the 10xxx range that are starred out in dialoganimations.2da. Perhaps @JCarter426 can chime in with some insight on this.
But all that aside, what you have pictured there with Sion/Atton is not the Force Crush animation, those are the Hanharr/Mira cutscene animations. On the supermodels, the animation Atton is using is named CUT026L while the one Sion is using is named CUT022L. Looking at 303mira.dlg, the interesting thing is that Mira's middle looping animation (CUT026L) doesn't have a proper reference. Hanharr uses 1421 LIFT_CHOKE_HOLD but Mira uses 1425 SIT_CHAIR_DRINK. The only three animations on her body model are CUT025 / CUT026L / CUT027 (being picked up, looping in mid-air, being dropped), so it doesn't appear to be an animation override (since sitting in a chair drinking is animation animloop02 on the supermodel).
The good news is though that you can script those animations simply by adding 10K to the value shown in DLGEditor, assuming you can't add it directly to the DLG. Using:
AssignCommand(oTarget, ActionPlayAnimation(11425, 1.0, -1.0))
will play the same animation Atton is using in your screenshot. But you'll also want to bookend that with being picked up and dropped, assuming you are going for that specific sequence.