questions regarding a specific piece of code

PS_VITA

Active member
Regarding the piece of code below
why did the author of the double dragon RA decided to use
"followanim 14" when in the manual is limited to 1-4
and why is "forcedirection99" when the 99 value isn't even listed in the manual.

Is the manual that I came across not complete or can we use values higher than those found in the manual or these just typos?

Code:
anim follow13
      loop	0
      range -40 40
      rangez -21 13
	delay	2
      offset	85 170
      otg 2
      followcond 2
      followanim 14
      attackone 1
      hitfx   data/sounds/goo.wav 
      @cmd    conditionalflip2
      frame	data/chars/billy/ball/gr00.png
      attack3  45 140 60 39 0 0 1 1 10 21
      forcedirection 99
      noreflect 1
      nokill 1
      delay	9
      frame	data/chars/billy/ball/gr00.png
      delay	11
      attack3  0 0 0 0 0 0
      frame	data/chars/billy/ball/gr0.png
      frame	data/chars/billy/ball/gr0.png
      frame	data/chars/billy/ball/j0.png

manual references

forcedirection {dir}
If this command is declared, opponents hit by attackbox will face specific direction instead of facing entity.
Attackbox Supplement0 = no effect (used to turn off forcedirection).
-2 = Left. It means always left no matter where opponent is hit.
-1 = opposite of entity.
1 = same direction of entity.
2 = Right. It means always right no matter where opponent is hit.
Use this command with an attackbox of course.



followanim {value}
Determines which FOLLOW animation played when followup condition is met or when counter condition is met.
Possible values are 1, 2, 3 and 4.
Used together with 'followcond' or 'counterframe'.
 
@PS_VITA,

I've no clue why there's forcedirection 99 in a module. Just sounds like a mistake, or maybe they are using it to store a value (generally a bad idea, but technically possible). On follow animations, yes you can change the max follows allowed just like you can freespecials, and that's right there in the manual.

There's a very good reason follows are used for scripted animations. That was pioneered by yours truly back in the day. When script was first added, I experimented with scripted animations and discovered very quickly the other animation types didn't work out so well. That's because the AI has access to them. So imagine if you had a Freespecial animation meant for a cut-scene set up... but the AI occasionally tried to use it as an attack. It would look pretty silly right? Follow animations don't have that problem. They are only accessible to the follow command, or to script, and that's it. That makes them perfect for script use.

Since then I did my best to spread the word, and now it's the standard. What I didn't mention, and should have, is that it's important not to define some ridiculously high amount if you don't actually use them, because that costs memory. Like, defining max 100 follows, and only using 90-99. The other 90 or so are occupying memory doing nothing.

DC
 
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