Sonic Adventure Revolution

In Progress Sonic Adventure: Revolution[V12] 12.0

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The project is currently under development.
Hey guys, been a while since I posted here. I'm having this problem with a Follow animation for Antoine, it works in 3D and 2D stages, but the speed and flight stages where he's on a board, it doesn't work. When he lands the attack that leads to the Follow animation, he just goes into his idle animation. The only different between then is the offset and the freespecial4 on the board uses a different frame.

From Original file
Code:
anim	freespecial4
	loop	0
@script
    void self = getlocalvar("self");
    int Status = getindexedvar(1);
     
    if(Status==3){
      performattack(self, openborconstant("ANI_FOLLOW3"));
    }
@end_script
	delay	2
	offset 44 66
	followanim	1
	followcond	1
	mpcost	13
	mponly	1
	Move    7
	fastattack	1
	frame	data/chars/antoine/36.gif
	attack.damage.force 4
	attack.damage.type 0
	attack.position.x 46
	attack.position.y 32
	attack.reaction.fall.velocity.x 3.0
	attack.reaction.fall.velocity.y 2.0
	attack.size.x 20
	attack.size.y 34
	attack.size.z.1 20
	frame	data/chars/antoine/36.gif
	frame	data/chars/antoine/37.gif
	frame	data/chars/antoine/37.gif
	frame	data/chars/antoine/38.gif
	frame	data/chars/antoine/38.gif
	frame	data/chars/antoine/39.gif
	frame	data/chars/antoine/39.gif
	frame	data/chars/antoine/40.gif
	frame	data/chars/antoine/40.gif
	frame	data/chars/antoine/41.gif
	frame	data/chars/antoine/41.gif
	frame	data/chars/antoine/42.gif
	frame	data/chars/antoine/42.gif
	frame	data/chars/antoine/43.gif
	frame	data/chars/antoine/43.gif
	frame	data/chars/antoine/36.gif
	frame	data/chars/antoine/36.gif
	frame	data/chars/antoine/37.gif
	frame	data/chars/antoine/37.gif
	frame	data/chars/antoine/38.gif
	frame	data/chars/antoine/38.gif
	frame	data/chars/antoine/39.gif
	frame	data/chars/antoine/39.gif
	frame	data/chars/antoine/40.gif
	frame	data/chars/antoine/40.gif
	frame	data/chars/antoine/41.gif
	frame	data/chars/antoine/41.gif
	frame	data/chars/antoine/42.gif
	frame	data/chars/antoine/42.gif
	frame	data/chars/antoine/43.gif
	frame	data/chars/antoine/43.gif

Code:
anim	follow1
	loop	0
@script
    void self = getlocalvar("self");
    int Status = getindexedvar(1);
     
    if(Status==3){
      performattack(self, openborconstant("ANI_FOLLOW3"));
    }
@end_script
	delay	4
	fastattack	1
	offset 48 66
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 16 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	delay	16
	frame	data/chars/antoine/26.gif



From boarding file
Code:
anim	freespecial4
	loop	0
	delay	2
	offset 48 75
	followanim	1
	followcond	1
	mpcost	13
	mponly	1
	Move    7
	fastattack	1
	frame	data/chars/antoine/29.gif
	attack.damage.force 4
	attack.damage.type 0
	attack.position.x 46
	attack.position.y 32
	attack.reaction.fall.velocity.x 3.0
	attack.reaction.fall.velocity.y 2.0
	attack.size.x 20
	attack.size.y 34
	attack.size.z.1 150
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif

Code:
anim	follow1
	loop	0
@script
    void self = getlocalvar("self");
    int Status = getindexedvar(1);
     
    if(Status==3){
      performattack(self, openborconstant("ANI_FOLLOW3"));
    }
@end_script
	delay	4
	fastattack	1
	offset 48 75
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 1 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	frame	data/chars/antoine/26.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/antoine/29.gif
	attack1 2 34 86 34 16 0 0 0 0 20
	dropv 1.0 2.0
	frame	data/chars/antoine/25.gif
	delay	16
	frame	data/chars/antoine/26.gif

x)
 
You should post the whole animation and use code tag instead of quote

And also I see there are two FOLLOW1 animations in your post but I don't understand which is for which mode  ???
 
No, in the original file, Antoine dashes with the freespecial and when he comes in contact with an enemy, he follows with swinging his sword really fast. There's no jumping, just moving.

As for how the gravity board works, it's just like the ones the Ninja Turtles used in the arcade games, in fact these boards come from the Turtles second gameboy advance game. Here's a video I made for it.

x)
 
How does the board attach to him during the charging attack? Maybe let even touching the board trigger the combo strike?
 
Maybe not include the FOLLOW1 in the boarding version, and simply have it link into the on-foot version’s follow Attack?
 
Miru said:
Maybe not include the FOLLOW1 in the boarding version, and simply have it link into the on-foot version’s follow Attack?
The offset is the only thing different between them, not sure if that would look right either.

EDIT:
On another note, I just tried changing the numbers of the animations for Antoine's boarding attack, Freespecial4 switched to 5(as well as header data), and Follow1 to 2. I'm getting the same result. I would say that it may have something to do with me using these chars a uses setweap, so I can't figure out why the Follow animation is not registering.

x)
 
DJ, I've tried replicating the bug by using setweap and follow up but no bug.

Could you make small demo for me to replicate the bug? include the OpenBoR you're using too
 
So Bloodbane, did you use the version that he specified? And I like to keep on top of things and use the latest version of the engine whenever possible.
 
I did and it turns out the problem has nothing to do with version at all. Good news is the problem is easily solved :)
Let's wait for DJ to reply
 
Yeah, for some reason I knew it was something simple but I totally forgot about the follow animations I used almost last year for the Robotnik scene and I don't think any of the chars in this mod used them until Antoine just now, and adding the follow animations for the gravity boards, they sorta got mixed up. Even my last test with changing the numbers wasn't going to work since there was still another follow animation of the same number. Anyway, gave antoine's attack Follow4 and it works now, thanks again Bloodbane.

x)
 
can you add biker mice from mars to the mix that would be awesome as well as extreme dinosaurs maybe wonder boy chars as well keep up the terrefic work
 
ryomaneo said:
can you add biker mice from mars to the mix that would be awesome as well as extreme dinosaurs maybe wonder boy chars as well keep up the terrefic work

Biker Mice From Mars are confirmed. I too want the Extreme Dinosaurs in, but that we’ll just have to wait and see. Wonder Boy will be in his other big project, Sega Brawlers Megamix, along with countless other sega characters.
 
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