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