rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
How do I access someones Z-air? What is the Sub-action called?
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AirCatch i thinkHow do I access someones Z-air? What is the Sub-action called?
Your first line changes him into his mid-air Action with the requirement that he is on the ground. It's probably not his crouch but his landing animation, from what I can guess. You want to change it so that he goes back to his mid-air Action if he uses this while in the air. Your second problem (the wavedash) is probably a "Move Character" flag checked in one of the animations you used. Also, adding an End If whenever you make an if statement is usually a good idea. Try changing these things and tell me what happens.im trying to, as stated above, give sonic a move that spawns a Freezy in his hands with his Assit trophy animation
i want it to only work on the ground in the same mannoy as peach's Down B does
this is what i have
cureently sonic plays the begining of his crouch animation (where he goes down to the ground) and resetsack into standing animation * * *at least...it looks like it* * *
and slides a bit foreward
this resembels a wavedash, and as cool as it looks, its not what im looking for
what do i need to change?
Actually, these are normal sfx! I don't know how to put sfx into flags. If you know and could tell me, I'd be much obliged.Just so everyone knows, these are hitbox SFX, not for the normal animation SFX. Meaning, it's in the flags for the hitbox.
o_o I'm doing lots of work on Mewtwo, and Rachel was going to be my next project.It should be noted that this synchs with PAL brawl. I was EXTREMELY happy my wisp had sounds <3
Question...
The wind stuff on the Peach/Rachel (from Blazblue) is hella hard to get working. Rachel's gonna be a huge challenge if I don't give it up ._.
I've been messing with stuff trying to be logical and stuff for 4 hours straight ; but I only earnt a few freezes. Lolwut.
May someone take a look at this and explain briefly what is causing it ? thx.
http://www.megaupload.com/?d=T99SNX38
Everything is in subaction 0 atm. I plan on making it a subroutine so it doesn't take too much space (characters are limited in file size I heard)
What you'll find :
-the 1st thing is the umbrella ; I added it to every single subaction rachel has because I couldn't have it working otherwise. Tested without the wind stuff, it works.
-A little loop thingy that is used to fill the wind gauge : 1 unit every 5 seconds and 4 units max.
-A medium loop that is supposed to give the gauge a viewable form : each unit adds a dark orb in Rachel's back.
-a HUGE loop block that is the core of the mechanic : by pressing the D-pad, you consume a wind unit (assuming you have one ; no effect otherwise) and get a momentum boost plus there is a weak wind hitbox that affects every opponent on the screen (stole ganon's uptilt wind hitboxes so it affects shields like in blazblue)
This is what is intended ; however the big beep seems to tell me I'm not doing it right. Halp me ._.
In the flags, this is what it looks like:Actually, these are normal sfx! I don't know how to put sfx into flags. If you know and could tell me, I'd be much obliged.
Perhaps a well-placed Change Action? I'm not sure how to do it either. Let me know if you figure it out.I'll ask this again, last time I didn't really get a response... Maybe somebody has an idea:
How can you get ground-based moves to send the player upwards? I tried giving an upward momentum to an UpSmash, but had no luck. I even toggled his state to be In-Air, but that just made him slide more.
I'd gladly team up. PM me when you're done with Mewtwoo_o I'm doing lots of work on Mewtwo, and Rachel was going to be my next project.
DX I'll help you if you need it later.
-DD
I've been taking notes ever since I've gotten into PSA.ChiboSempai said:edit: a lot of things like that should be collected and put into the first post. we should collectively work on gathering info to give it to paprika to put in the OP, and then organize it all. iv been wondering where the variable is for priority, and iv sure its been said here b4, but im not about to go through 84 pages to find out lol. i just got lucky by seeing u mentioning it.
Copy and paste everything in the dash attack's subaction to the upsmash's (main, SFX, GFX, other, Animation and Animation Flag) ; but you may need a new pre-charge animation and a new charging animation to make it look smooth.joshl94 said:can someone tell me what I would do if I wanted wolf's up smash replaced with his dash attack?
also can someone tell me what I would to make wolf have 3 jumps?
Try looking at MK's usmash in his pac.I'll ask this again, last time I didn't really get a response... Maybe somebody has an idea:
How can you get ground-based moves to send the player upwards? I tried giving an upward momentum to an UpSmash, but had no luck. I even toggled his state to be In-Air, but that just made him slide more.
...you dont need to know the value... its in the list... just... look through it...How do you make an Asynchronous Timer effect? Is it the same as timer? And whats the value for it (like for example, for Generate Item it's 1F020000)
From what I noticed, it's a different value for each character. So you need to look at each move, what is probably different from another move may mean it has TP (transcendent priority). So, looking at MK's .PAC for example, I look at his Dash Attack which has normal priority, the Flags for it look like this (not exact c/p'd values obviously, the priority part is right though):what are the values for priority?
sorry to be annoying but can someone please respond?I need help
whenever I change wolf's stance or replace one of his moves with a another one he t-stances when I try to run
the move replacement will work fine and so will the stance change
can someone help
PLEASE RESPOND!
I was meaning that maaaybe you could put a Change Action E in there to make them be in the falling state, which might convince the game they can be moved. Just a wild idea. I don't actually expect it to work.What do you mean?
I'm going to look at some UpB moves right now, actually. Random revelation while I was asleep.I was meaning that maaaybe you could put a Change Action E in there to make them be in the falling state, which might convince the game they can be moved. Just a wild idea. I don't actually expect it to work.
The BKB and KBG have to be set a certain way. I think what creates a wind hitbox is 0 BKB and 100 KBG. If you need to make sure, look at TL's down air. (It may be 100 BKB and 0 KBG but I don't remember).Quick question.
At the moment, I'm re-working Ike's downB to function as a reflector with a wind hitbox. I've set a special collision for the windbox, but as I go to test it, nothing happens beyond the normal counter (which I haven't gotten rid of yet).
Is anything else needed to create a proper windbox that I'm missing?
Anyone?i Need Help
Whenever I Change Wolf's Stance Or Replace One Of His Moves With A Another One He T-stances When I Try To Run
The Move Replacement Will Work Fine And So Will The Stance Change
Can Someone Help
Please Respond!
The offsets work differently between hitboxes and graphics because hitboxes are offset from the pivot point of the character, not the bone it's attached to like graphics are. Use bone 0, and they'll match up.Okay, help. I'm trying to make a disjointed electric hitbox on captain falcon's bair. I have the electric hitboxes have x offsets of -12, -15, and -15 respectively. (So like, they should be away from his arm and disjointed.) And then I have the two graphic effects with z offsets (cuz z and x offsets are switched in PSA) at -12 and -15 respectively. Now, the graphics appear in the right place, but the hitboxes don't.
If it matters I have the stuff on bone 15 (one of the bones of his usual bair hitbox)
and the size of the hitbox is not 0. >.>
I dont think I diddid you put an allow interrupt in?
I honestly don't get how you are having so many problems.
And stop spamming in the thread. It's wasting space and it's annoying.
:V
Reposting for hope.What in the world do Bit Variables do!?
Also having trouble adding a Button Press requirement, if I try nothing happens. I was going to add a third jab. I tried If(With Requirement)>Change Action and Change Action with the requirement, but no luck.
Hitboxes aren't working no matter what bone or ID, size, offset, etc. I give them.
no, only for main. And the allow interrupt should almost always be the last thing in the data for main.I dont think I did
I'll check it
and sorry for spamming
EDIT: does there have to be an allow interrupt for the gfx,sfx and other too?
I did that but he still t-stances when he runsno, only for main. And the allow interrupt should almost always be the last thing in the data for main.