SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
for graphic effects, it moves relative to the bone, for collisions, it moves relative to the pivot point of the character. Or, maybe it's the other way around.
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If you set the bone of the hitbox to 0, then it also goes from the pivot point.you're correct SymphonicSage
which is why i wasnt able to get my hitboxes to work at first
i tried doing them the same as my Grphx
Try having a "Change Subaction" command that goes to the command for his midair clawshot (it probably has a "Catch" somewhere in its name).I have a problem.. I want Link's UpB to end and Cancel into his Clawshot Recovery when used in the air but the clawshot wont tether to the wall...
anyone know how i can fix this?
Oh. Hmm... Maybe have a Goto command directing it to the subaction? (for all 4 parts)Thats what i did leaf... he does it then fires the Claw but it refuses to attach
Ok so I know this is gonna sound really dumb but where exactly is the pivot point of characters? I'm pretty sure they're different for each character because each character has different body parts and different sizes for them but where is it usually located (chest? crotch? abdomen)for graphic effects, it moves relative to the bone, for collisions, it moves relative to the pivot point of the character. Or, maybe it's the other way around.
Play around with the rotates.great... now i want to try that but i'm too pissed at this computer for saving slowly...
but all i do know is that graphic affect 17 is... kinda epic... if i just could turn it sideways...
That's just because almost every edited character has had his or her speed increased.question/story or whatever.
Anyways, ever since I started using a bunch of PSA'd characters, some other characters seemed kinda weird. I had gotten about like 8 or 9 diff custom characters, then I went to play TL ( default, non-customized) and it seemed like he was running Reeeaaaalllyyy slow.. same deal with MK. idk if im trippin or something, but it seemed like there running speed was lowered. anyone know whats up with that?
I might just be a bit crazy though =P
I am curious to know this as well. More so I can commend them, rather than rush them.Less on topic: Who, if anyone, is working on the clone engine code?
If you mean new as in replacing it with a different move and editing that one, then that should be possible.More on topic: Has anyone successfully given Lucario a new side-B?
I've tried. It's not going well, to say the least.If you mean new as in replacing it with a different move and editing that one, then that should be possible.
not my custom pit I made, I didnt change his running speed. TL looks like he's jogging lol.That's just because almost every edited character has had his or her speed increased.
EDIT: Alf, I assume the first parameter for that is Boolean?
EDIT2: Oh hey it filled it out for me. Nevermind!
... probably by putting in a change action comand at the end of your chosen aaerial.... and changing action to fall specialhow would i make a character go into special fall animation after an aerial attack?
i tried but nothing happens, and if i use change sub action he remains in that animation even if he touches the ground... probably by putting in a change action comand at the end of your chosen aaerial.... and changing action to fall special
Did you change the requirement of the "Change Action" command to be "Animation End"?i tried but nothing happens, and if i use change sub action he remains in that animation even if he touches the ground
Thanks thats exactly what was wrong, got it to work nowDid you change the requirement of the "Change Action" command to be "Animation End"?