CountKaiser
Smash Lord
Hmmm
Has anyone figured out the difference between the synchronous and asynchronous timers?
Has anyone figured out the difference between the synchronous and asynchronous timers?
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synchronous starts counting from the moment it's activatedHmmm
Has anyone figured out the difference between the synchronous and asynchronous timers?
Alright. If you get it please tell me! It's fully working its just not in the right direction.Droughboi, I tryed messing with the X,Y,Z rotate and pretty much got no luck with it. I didn't mess with random rotate though, maybe ill try and see if it works.
Oh thank god, I can fix the glitchy hitbox.New version of PSA released - mostly bug fixes but there are a few new functions for the subroutines section.
PSA Official thread
It's under Attributes and it's only for aerials as far as I know.How do you edit landing lag?
Depending on the aerial special, you can just follow the call paths to the subactions or actions for when the character lands doing a special, and either add the ability to interupt the action with another action, or just set the timer on it to a lower number.It's under Attributes and it's only for aerials as far as I know.
Uh, which attribute is it?It's under Attributes and it's only for aerials as far as I know.
My suggestion? Instead of putting the subaction changes in the special, put them in the subactions themselves. That's how PW did it (noticed that while I was trying to unbreak PMario).Hey Phantom, I have a question.
How would I have multiple subroutine changes in an action? I'm doing this:
I've discovered timers do not work here... In fact I think it worked better BEFORE I added them. Basically what happens is Captain Falcon does the first move, cancels out of every animation afterward, and then uses the last move (a taunt lol). Another thing that would help is learning how to keep an enemy in place during an attack, although I think that has to do with grab hitboxes.
Also a cool thing to be able to do is make your own sub-actions and subroutines. That would make this so much easier since I could make a custom combo without having to change other moves to benefit it.
Anyone know? ]=I finnaly made my sword visible after 2billion yrs (does a dance). a problem though, kind of a stupid question...
It's pointed down, and it needs to be pointed at what looks like a 45 degree angle. So what exactly would I edit to make it turn? Sorry... feelin kinda slow today..
Um... effect sword like PMario's, right? Just edit the offset for the effects.Anyone know? ]=
Thanks. :DSmash Directional Influence. You can mash the c stick a certain way to alter your direction, as well the the analog stick. Although, if you use both at the same time, the game will treat it as if you only did one of them. My advice is to always DI towards the stage, and SDI depending on how are hit (Say, if you're hit straight up, you should DI downwards and SDI to the right. This is how Snake survived the old flower rest until 103% >.>)
But dont offsets move things Left/Right and Up/down? I need it to Tuuurrrnnnn. the rotates didnt rly work.Um... effect sword like PMario's, right? Just edit the offset for the effects.Thanks. :D
Rotate turns each LONE graphic, not the whole thing. You have to move all the graphics into place.But dont offsets move things Left/Right and Up/down? I need it to Tuuurrrnnnn. the rotates didnt rly work.
Well if that's the case then something should've moved... >_>Rotate turns each LONE graphic, not the whole thing. You have to move all the graphics into place.
Not referring to the hitboxes (at least I don't think so).Rotations of a hitbox go like this: Z = trip rate, Y = hitlag, and X = SDIability they have nothing to deal with rotating hitboxes or graphics...
That might be animation-coded, so that the animation always carries them like that.How would you go about editing the falling speed of sheik, zamus or marth's dair? Like how to you make it so that they dont drop so fast? Or the Attribute tied with it?
You sure? Im sure theres a way to modify the dair falling speed in attributes. I saw something like that posted somewhere on these boards about changing Zamus's dair falling speed so that she doesnt rocket down so fast. The value was like 0.5 somewhere.That might be animation-coded, so that the animation always carries them like that.
T_T I want my dair smack.Really? Huh... I dunno then.
I definitely saw that post too, and I'm also looking for it -- if you find it, please post it for us to see. I'll do the same if I locate it.You sure? Im sure theres a way to modify the dair falling speed in attributes. I saw something like that posted somewhere on these boards about changing Zamus's dair falling speed so that she doesnt rocket down so fast. The value was like 0.5 somewhere.
I can't take advantage of the NONE spots because I can't seem to change what subroutine they're linked to. 0x0 isn't going to help me any.My suggestion? Instead of putting the subaction changes in the special, put them in the subactions themselves. That's how PW did it (noticed that while I was trying to unbreak PMario).
Also, don't be afraid to take advantage of the blank spots (the NONE spots).
When you add commands to a subaction, it automatically- oh, just saw that part. I really don't think there's much you can do, then. At least not that I know of. Sorry .I can't take advantage of the NONE spots because I can't seem to change what subroutine they're linked to. 0x0 isn't going to help me any.
Not to mention I don't want to put the subaction changes in the subroutines; I'm trying to avoid doing that if I can. I will if I have to, but otherwise I'd rather keep them the same. You have much more freedom when editing the actions themselves... but so much is left undocumented within the program itself so we really can't edit too much yet. Darn gigantic variable set.
Use the IDs from the normal graphic effects, but change them to look like the one below.Do the swords (pmario kind) HAVE to use external graphic effects? the character that im using has some rly crappy external effects >.<
Thanks man, I'll try it out now ^^Use the IDs from the normal graphic effects, but change them to look like the one below.
0000XXXX -> XXXX0000
Example:
00000008 -> 00080000
Should work. It works fine for me.Thanks man, I'll try it out now ^^
uh didnt work. So the Graphic ID goes where the File# should go?Should work. It works fine for me.