Can't get followanim to work...

Could someone tell me why this followup animation is not being played when the enemy is hit in frame 1? The counter hit is working, but the first idle frame is played instead of the follow1 animation. Thank you in advance for any help.


anim idle
loop 1
delay 25
followanim 1
counterrange 1 1 1 1
offset 174 360
bbox 147  111  52  215
frame Data/CHARS/enemy/idle1.gif
offset 174 360
bbox  147  111  52  215
frame  Data/CHARS/enemy/idle2.gif


anim follow1
delay  5
offset  174  360
frame  Data/CHARS/enemy/duck.gif
 
There's no follow condition set.

Code:
followcond {value}

    ~This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
    ~value determines the condition requirements before FOLLOW{#} is played.
        1 = this animation will followup as long as it hits an entity.
        2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
        3 = this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
        4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
    ~Which FOLLOW animation played is determined by 'followanim'.
 
Thank you, I don't know why I didn't have that put in my example code. However, it still isn't working. There's a hitflash, and the enemy doesn't take damage, but the animation does not change. Do you have any other ideas or suggestions?
 
I've tried it and I think the reason why it doesn't seem to work is simply because animation reverts to IDLE as soon as it changes to FOLLOW1
IOW followup can't be used in IDLE and WALK animations
 
That would explain a lot, I've had trouble with that command since it was added because I always wanted to use it on walking or idle frames as a sort of random enemy dodge/counter. It kinda screws up the game I wanted to make, but it's good to know what the issue was. Thanks very much.
 
If you want random enemy dodge/counter, you can use block system. But instead of block animation, you use dodge/counter animation
As for block SFX which will be played, you can disable it by making block.wav which plays silence. Then to disable block flash, you can just use invisible flash
 
Thanks, I've tried that as well though with mediocre results. Enemies are constantly switching between idle and walking animations, and they never seemed to block if I set it to anything higher than 1. With 1, they block every time that frame is hit, which makes it predictable. I don't know, just haven't been able to find anything that works for my particular game. Thanks again though.
 
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