followcond/anim

Gurtag

Member
hello guys.. is there a way to make enemys go to follow# after the original attack anim ends rater than jumping to it as soon as attack hits? or a way to set the switch frame?
 
I couldn't recall any game using such scripts. So I've coded this simple example to demonstrate that:
Code:
anim    freespecial
@script
    if(frame==0){
      void self = getlocalvar("self");

      changeentityproperty(self, "opponent", NULL());
    }
    if(frame==7){
      void self = getlocalvar("self");
      void Opp = getentityproperty(self, "opponent");

      if(Opp){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
@end_script
    delay    5
    offset    55 135
    frame    data/chars/hulk/c_combo_001.gif
    frame    data/chars/hulk/c_combo_002.gif
    frame    data/chars/hulk/c_combo_003.gif
    delay    7
    attack    79 64 36 26 8 0 0 0 0 0
    offset    54 135
    frame    data/chars/hulk/c_combo_004.gif
    offset    55 135
    frame    data/chars/hulk/c_combo_004.gif
    delay    4
    frame    data/chars/hulk/c_combo_003.gif
    frame    data/chars/hulk/c_combo_002.gif
    frame    data/chars/hulk/c_combo_001.gif

This example is crude but simple to set up.
The idea here is at first frame, last opponent is cleared to ensure followup won't be performed if the attack doesn't connect. At the last frame, if attack connects, there should be a valid opponent registered and the script will change to FOLLOW1 which is the followup.

HTH
 
Back
Top Bottom