So, I am at a brain fart here, but I seem to recall an alternative to bind opponents thrown animations with the times of the character doing the throwing.
In other words, instead of doing the simple of this:
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31
; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 15
5011,10, 0,0, 10
5032,30, 0,0, 6,VH
5032,10, 0,0, 6,VH
5012,20, 0,0, 6,VH
I would like to do something kind of like this.
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31
; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 1
5011,10, 0,0, 1
5032,30, 0,0, 1,VH
5032,10, 0,0, 1,VH
5012,20, 0,0, 1,VH
LoopStart
5030,30, 0,0, -1
Within the character throwing, or the opponents getting thrown statedef, I would like to force the animation element of Anim2 with the characters throwing frames. Instead of the Anim2 frames being relied on their own separate animation times. Sort of like binding helper animation frames with the root character for things like detachable/throwing weapons, but with target characters being thrown instead.