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Probably what MK said, but not necessarily (see below). I mentioned that this is a problem a few posts up.I have a question for AMKalmar.
I noticed that the hitboxes for DK's Bair and dash attack looked strange. After inspecting the problem thoroughly, I noticed it was due to his leg growing/shrinking on certain frames of both attacks. I assumed that the hitbox always scaled with the graphics because when I used super mushrooms the hitboxes for all the other moves scaled correctly with the new size of the bones. After seeing your Ness example and retesting the hitboxes for both moves I think I need to do the scaling thing you talked about. How do I go about tweaking the size when the graphics scale differently each frame? Will I have to make several new hitbubble graphics for each frame that changes (I hope not...)? There are two different sets of hitboxes for both currently and more than two unique graphical scaling values for his leg in each.
Thanks in advance.
You would think that! And I thought that. But not so with Ness' down tilt: his foot gets a lot bigger AFTER the bubble appears. So garbage.just go with the scale on thr first frame of teh hitbox. It's not 100% perfect but at least you dont have to create a new graphic bubble for every frame the hitbox is out, and it generally should be close
That's totally possible and I've been doing that for testing but that created its own problem.I just thought of something that might work. Is it possible to just edit the fitmotion.pac so that the GFX of the bones are set to a scale of 1 during the attacks? It would certainly be a lot easier that way.
The match ends right after "GO!" could this be because I have the "1 team matches" code on at the same time? Incidentally, 1 team matches end immediately also. Like, 2 blue vs. none = "3 2 1 GO-AME!"1 player matches
0468D420 2C060001
FitSonic.pac
Sub Action 5D Animation: AttackHi4
Event List: Main
Asynchronous Timer: frames=4
Body Collision: Intangible
Asynchronous Timer: frames=5
Offensive Collision:
Offensive Collision:
Synchronous Timer: frames=1
Terminate Collisions:
Asynchronous Timer: frames=7
Body Collision: Normal
Set Loop 6 times
Offensive Collision:
Offensive Collision:
Offensive Collision:
Offensive Collision:
Synchronous Timer: frames=1
Terminate Collisions:
Synchronous Timer: frames=1
Execute Loop:
Offensive Collision:
Synchronous Timer: frames=2
Terminate Collisions:
Event List: GFX
If Bit is Set: LA-Float[100]
Asynchronous Timer: frames=5
Sword Glow:
Sword Glow:
Synchronous Timer: frames=1
Terminate Sword Glow:
Asynchronous Timer: frames=7
Set Loop 6 Times
Sword Glow:
Sword Glow:
Sword Glow:
Sword Glow:
Synchronous Timer: frames=1
Terminate Sword Glow:
Synchronous Timer: frames=1
Execute Loop:
Sword Glow:
Synchronous Timer: frames=2
Terminate Sword Glow:
End If
Sword Glow:
Terminate Sword Glow:
lines in red are deleted, lines in green are editedCode:FitSonic.pac Sub Action 5D Animation: AttackHi4 Event List: GFX If Bit is Set: LA-Float[100] Asynchronous Timer: frames=5 Sword Glow: Sword Glow: [COLOR="Red"] Synchronous Timer: frames=1[/COLOR] Terminate Sword Glow: Asynchronous Timer: frames=7 Set Loop 6 Times Sword Glow: Sword Glow: Sword Glow: Sword Glow: [COLOR="red"] Synchronous Timer: frames=1[/COLOR] Terminate Sword Glow: [COLOR="Lime"] Synchronous Timer: frames=2[/COLOR] Execute Loop: Sword Glow: [COLOR="lime"] Synchronous Timer: frames=1[/COLOR] Terminate Sword Glow: End If