Bootcamp, it's the reason why Mac is top tier.isnt there some kind of program that allows you to use windows programs on a mac?... i think i've heard a friend mentioning something like that...
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Bootcamp, it's the reason why Mac is top tier.isnt there some kind of program that allows you to use windows programs on a mac?... i think i've heard a friend mentioning something like that...
Well, there's that and Mono Framework IF the Windows application needs .NET Framework (which this does, so mono can open this program in Mac).Bootcamp, it's the reason why Mac is top tier.
Will "Goto" return to the first subaction and continue onward? I don't want to go to an event, then have to jump to that one and make another "goto" to jump to a third. That'd just be irritating.use the "goto" command. read out the offsets* and use those.
Unfortunately, you have to jump to a third action.Will "Goto" return to the first subaction and continue onward? I don't want to go to an event, then have to jump to that one and make another "goto" to jump to a third. That'd just be irritating.
Check the character submission topic, someone's already made that move. You just copy it from that moveset (which is just that one move) and into yours, maknig sure to replace all parts of it.How do I make Mario's down B more like his dair, or Luigi's Down B? I tried replacing it completely with Luigi's Down B, but remembered that each character's external graphic file's are unique to them, and replaced the external graphic with the one from Mario's dair. I got rid of all of his holding and end positions for air and ground, renamed them non, and yet it worked weird. In the air, he went to his base model position (standing strait up, arm pointing perfectly out) and if he landed on the ground he was pushed back. The game froze if I used it on ground. When I replaced it with his dair, the same thing happened, except when he hits the ground, it acts like his final smash (same noises, same animation except no hitbox or flames, same screen tint) and when used on the ground he'd crouch and the game would freeze.
Ah, thank you. I didn't think of looking there. Now I can make my ultimate Mario (which I do plan on submitting).Check the character submission topic, someone's already made that move. You just copy it from that moveset (which is just that one move) and into yours, maknig sure to replace all parts of it.
No, because while many are similar from character to character, not all of them are.is there a full list of what sub-action is what? As in a list saying 1 is Wait1, E2 is Slip, ect.?
>_> So which one of those lines actually set a multiplier to an animation speed?The closest thing we have is this: http://www.smashboards.com/showpost.php?p=6915851&postcount=8857
Don't trust it, though, 'cause it's unreliable.
Ummmm.>_> So which one of those lines actually set a multiplier to an animation speed?
-DD
edit: nvm, i got it working.08000100 0-X seems to control whether or not you fall off the edge when moving on the ground. So far as I've tested, 1 means you fall when you reach the edge, while 2 prevents you from falling off. I haven't tested it fully yet.
i downloaded this and now my attributes are messed upjust2good updated the attributes.txt, the Event List.txt, and the other stuff. Here is the link to the thread: http://kittycorp.freecp.net/index.php?topic=1461.0
There you guys go!
How are your attributes messed up? o.oi downloaded this and now my attributes are messed up
Also i made a custom sonic and it wont work, when i start a match, none of the changes i made are there. then when i quit the match and used the falcon moveset i made, it froze, and that moveset has never frozen before
it kinda looks like:How are your attributes messed up? o.o
0x000 Walk Initial Velocity
0
The maximum velocity obtainable by walking
0x00C Stopping Velocity
0
0x024
1
o.o weird, try extracting the text files again and replace the old text files and check again.it kinda looks like:
kinda like thatCode:0x000 Walk Initial Velocity 0 The maximum velocity obtainable by walking 0x00C Stopping Velocity 0 0x024 1
Also, if your cool like me and don't feel like restarting or using mono, you can download parallels and use that to run vista and os X in the same instance in coherence mode.Well, there's that and Mono Framework IF the Windows application needs .NET Framework (which this does, so mono can open this program in Mac).
i think i already did that but i'll try againo.o weird, try extracting the text files again and replace the old text files and check again.
o_o you mean fall?Max thunder, place a timer around halfway the animation with a goto after it, with the goto pointing to being in the air (forgot which subID that was)
When you change the subaction, it keeps you looped into that animation, and you can't attack until it finishes, at least in my experience.If I'm not mistaken...you can change the height/velocity of jumps in the attributes section.
If that's not what you're looking for, going on what paprika said...after a set time(using a timer), you can use a "change action" event to change Yoshi's action to "E"...which is 'fall' IIRC. He should immediately stop in midair and start descending. It might look a little awkward, but it should get the job done. And I assume changing the sub action to w/e "Fall" is would produce the same results, though changing the action seems better to me.
Action, NOT subaction. They aren't the same.When you change the subaction, it keeps you looped into that animation, and you can't attack until it finishes, at least in my experience.
E is dash btw. :3 Try again~
20 is Fall, and 23 is Fall Aerial.
26 is Fall Special, but that is the "can't do anything" one, iirc.
@Movie
Loops.
-DD
Just use which ever one is the simplest. You shouldn't need any requirements in your case. Those other events are for when you need to conditionally call actions.Edit: there's four change action comands... trying the first one now... but is that really the right one?
o_o There are too many list topics LOL.Action, NOT subaction. They aren't the same.
I.E. lookie here --> http://www.smashboards.com/showthread.php?t=239768
E is Fall.
And if you want to get technical, they are essentially the same thing. Changing the action to action E will in turn call upon the subaction that has the animation...sub action 20 for example. Calling the action will most likely prevent what you said in your first sentence, as well, since you won't be calling a sub action when it normally shouldn't be called.
Again, doesn't matter which...I just prefer to change the action when I can.
Unfortunately, that would require editing a projectile, which PSA cannot do.Is there a way to make Samus' Charge beam to go a set distance before it disappears or even make it stationary for a while (while keeping its hitbox and animation)?
That's where the trial and error portion comes into play. Just plug in different Timer values until you get what you want. Just look on screen for yoshi's 2nd jump and just eyeball how long it lasts(or even a stopwatch). Yes it's VERY crude and innaccurate, but its a quick way to get a ballpark estimate. Just convert seconds to frames using 60frames/second, naturally.it worked=)... but does anyone know the number of frames in his yoshis double jump?... if i had that... i think i would be able to make it a little better...(setting the timer on 5 frames makes it go down so fast the even spamming jump gets you downwards...
i checked out the yoshi forums ages ago... found nothing... as for trial and error... saving takes at least 10 minutes... and the counting thing i'm to lazyt to do...That's where the trial and error portion comes into play. Just plug in different Timer values until you get what you want. Just look on screen for yoshi's 2nd jump and just eyeball how long it lasts(or even a stopwatch). Yes it's VERY crude and innaccurate, but its a quick way to get a ballpark estimate. Just convert seconds to frames using 60frames/second, naturally.
Or better yet, scout out the Yoshi forums or something and see if they have frame data for it. Who knows... xD