Sorry, I was going to reply this yesterday but I felt asleep, lol
So I tried it with an enemy char of mine. I created a follow1 animation, and added "maxfollows 1
As DIF said, this is wrong. If you set maxfollows as 1, you will be able to use just ONE follow. Set it like maxfollows 10, which will let you use 10.
This is how I use
spawn Gunner
alias Gunner
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW1"));
} @end_script
coords 400 165
map 1
at 200
Gunner always perform the FOLLOW 1 anim with that, even if he has a spawn anim. I can't remember if is the case, but some codes needs to come before the AT. If I am not wrong, if you put the MAP 1 bellow de AT, the engine will ignore it.
Fatal: No cache entry for 'empty' within 'data/levels/cityday.txt'
No cache entry means that an entity wasn't loaded on the memory. Again, if I am not wrong, you need to LOAD the entity on the models.txt and not KNOW only, or the engine won't recognize it.
You can put KNOW on the models.txt and put a LOAD on the stage header. Utunnels said something about this on other topic:
http://www.chronocrash.com/forum/index.php?topic=402.msg2813#msg2813
utunnels said:
Another hint is use load switch in a level. For example:
load Effect1 3
load Effect2 3
....
After this level, the model will be unloaded as well as its sprites. This is useful when you spawn level specific boss character or anmated panels/visual effects.
but I don't know What the value after the name means? Can someone explain what each value does?
So I can update the manual.
load "entity_name" 0 # -> load entity for any level
load "entity_name" 1 # -> load entity for current level only
but other? 2 flag? differences between 1 and 3?