DarkDragoon
Smash Champion
Correct, my good sir.3.5 right because it runs fine on mine?
-DD
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Correct, my good sir.3.5 right because it runs fine on mine?
what is a "mid air trophy stand throw"?I'm trying to give falco a new Nair. I'm using his mid air trophy stand throw animation and it calls the annimation fine but there's no hitbox. Here's what I have for the attack:
Sub Action 62 SmashThrowAirF
Timer=24000 intervals
Set Bit variable: RA-Bit[30] = true
Offensive collision id=0 bone=1D (same as jab combo) damage=13 direction = 175 BKB = 72 KBG= 0 Size = 24000 z/y/x offset and rotate all set to zero, Flags=39830456 (Flag for Bair with impale 2 effect.)
Terminate collisions
Clear Bit variable: RA-Bit[30] = false
Timer= 30000 intervals
The SFX and Other I copied straight from the SmashThrowAirF subaction
The animation for throwing a trophy stand in SSE. THey fall under the "SmashThrow" animations.what is a "mid air trophy stand throw"?
There's actually like over a thousand sound ID's, I think. (I'm exaggerating of course...)can someone post the id's for sound effects?
Actually, you're probably understating it...There's actually like over a thousand sound ID's, I think. (I'm exaggerating of course...)
You forgot to add an "Allow Interrupt". I did the same thing once too.I need a little help.
I successfully changed ness's down B. When I do it on the ground, it works perfectly. But, I added a different aerial version of it. What the error is, is that after the initial animation of (ness's down throw) is over, it just keeps repeating over and over (not just 10 times, as you may think by looking at the picture).
This is what the action commands look like:
And this is what the sub action looks like:
Please only reply if you actually know what your talking about =D (please reply, PW)
Thanks so muchYou forgot to add an "Allow Interrupt". I did the same thing once too.
Thanks you you too. I completely forgot about loops, probably because I've only tried to use them for graphics and have had virtually no luck...Thanks so much
Heres what it looks like so far
I'm definately changing the hitboxes, might add more GFX
Thanks again
Pics nao. How could you say that and not provide pics- wait, do you need the converter for snapshots? Here it is.I justmade yoshi's up smash his uair....weird ****, man, weird ****...
Did you put it at the end? And make sure to put a timer right before it.Edit - It didn't really work, as in the animation didn't end, but it did allow me to go to another attack... sometimes...
Pics nao. How could you say that and not provide pics- wait, do you need the converter for snapshots? Here it is.
No idea, and omg another person with a Gardevoir icon. You just made my day. :DWhat are the values for Lucario's aura? (The one where he does more damage/knockback depending on his damage)
UU. And agreed :DGardevoir is so cool ^_^
too bad she's in the NU tier in competitive pokemon...
D: Since when? Last I checked, Gardie was UU and Gallade was in limbo (banned in UU, but not quite OU)I checked on smogon, she's in the NU tier.
Gallade's in BL.
CatchAttack, I thinkWhat is the animation name for pummelling ?
Uhh...what are you trying to do exactly?Why is it that it's literally (and I do mean 100% LITERALLY) impossible to get anything regarding Lucario's side-B to work? I have tried ****ing EVERYTHING, and the only thing that it ever ****ing does is crash or make the hitboxes not exist at all. My god, why is it that everyone else can at least get a god**** HIT out of theirs, but mine won't do anything, even though it's copied straight out of PMario, which (as we all know) works perfectly fine???
Make an extended version of PMario's over-B; basically a multihit combo. If I set the flags to one exact value, I can get the first hitbox to hit, but the rest just do nothing. If I don't have that exact flag (which has the wrong effect for the attack, btw), the hitbox will crash the game the instant it touches something.Uhh...what are you trying to do exactly?
-DD
Try it on a different attack, maybe? I have no idea, I'm having the same problem now myself.K last attempt at asking or else i'm giving up the program since i'm always ignored.
Whenever I make a hitbox, the game treats it as if it's non existant. I changed it's size, the amount of time it takes to come out, graphic, bone, everything. What could I be doing wrong?
I'm pretty sure Lucario's side B is a projectile.Make an extended version of PMario's over-B; basically a multihit combo. If I set the flags to one exact value, I can get the first hitbox to hit, but the rest just do nothing. If I don't have that exact flag (which has the wrong effect for the attack, btw), the hitbox will crash the game the instant it touches something.
I removed the entire special and replaced it, so the projectile part is removed too.I'm pretty sure Lucario's side B is a projectile.
Thx a lot, it worked.CatchAttack, I think
From what I understand you gotta use the RA-bit thing. And probably the events in the "others" event list to link together.Thx a lot, it worked.
I have two other questions
Is it possible, via smash attacks, to have a character's hidden item like MK's wings, Diddy's jetpack, or Ganon's sword be used permanantly ? And of course, if it is, how ?
I'm messing around with ganon but yep, my goal's to create a sworded ganondorf that wouldn't need the "sworded ganon" code, that hasn't been ported to PAL.
By messing around, I came over his jab and I wanted to give him a legit jab combo ; so I tried copy+pasting snake's jab combo properties to ganon's sub action n°48 and the two following and tweaking them (just like it would be that easy lolol), but ganon keeps doing his first jab ; so I must have been doing it wrong. Is my logic stupid ? ;D
Did you put it at the end? And make sure to put a timer right before it.
Yeah, I did that with Ness's usmash, didn't remove the projectile hitbox. =/I removed the entire special and replaced it, so the projectile part is removed too.
Post a screenshot of what your attack's code looks like please.K last attempt at asking or else i'm giving up the program since i'm always ignored and I need this in order to do anything right.
Whenever I make a hitbox, the game treats it as if it's non existant. I changed it's size, the amount of time it takes to come out, graphic, bone, everything. What could I be doing wrong?
You're going to have to do loops. Do the math and figure out which frames you want what hitboxes where, and do a loop to make them go in that order...or don't use a loop...just put pauses using timers between hitboxes. I haven't looked at PMario at all, but I think he just has a bunchof animations strung together with one big hitbox/a bunch of hitboxes all at once.Try it on a different attack, maybe? I have no idea, I'm having the same problem now myself.
No pause between the hitbox and the terminate collisions, so the hitbox is stopped the instant it starts.Not 100% complete. I'm trying to get snake to shoot a giant fireball out of his mouth and make the fireball go in a straight direction while passing through(and hurting) people at the same time. I'm trying to have it as one huge hitbox.
This~No pause between the hitbox and the terminate collisions, so the hitbox is stopped the instant it starts.