rPSIvysaur
[ɑɹsaɪ]
- Joined
- Jun 7, 2009
- Messages
- 16,415
Is it possible to add hitboxes to moves that that don't have them regularly? If so, how?
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Yes, it is possible. Go to the move that doesn't have a hitbox, and hit "Add". Something that says "Nop." will show up. Double click that, then find change in the corner or the box that pops up. Scroll down and find Offensive Collision and double click that. Enter all your properties such as how much damage it will do, ect. When your done, I recommend adding a Synchronous Timer, setting it to around 2-10 frames, and then adding a Terminate Collisions command.Is it possible to add hitboxes to moves that that don't have them regularly? If so, how?
reposting since this is importantAlright, I need help here with some strategy for making a proper JC+ code.
So I want it so that during the jump start animation, I allow the user to enter a grab by hitting Z. So I can do that easily with a change action command (but shield buttons work as well :-\). However, that is the easy part of the code. What I want to do is that if the user does perform a jump-cancelled grab and whiffs the grab, they have extra lag so that there is a proper risk-reward for using the AT.
What i've tired in like 50 different iterations is the following:
The input of the JC Grab also sets a bit variable (ive tried 16 and 17) to true.
Then in the catch animation, i duplicated the set such that
If bit var is set,
do grab animation with longer endlag (so it only effects whiffs)
else
do normal grab
However, I do JC grabs, but get no extra endlag. Any ideas?
:3 Send me the .pac filefor it, I'll send it through the game bridge, and slow the effects down so people can see it one by one.
-DD
I know quite how to add hitboxes and have them working myself, but adding hitboxes and leaving everything as perfect as can be just isn't doing it. I add a hitbox and they JUST DON'T SEEM TO WORK. One little change of a hitbox that was already there (Even changing the size of it by a tenth or so) completely destroys the hitbox forever, nothing I do fixes it. Leaving the offsets the same, the Bolean as true, the size the same, graphic, flags, anything. As if the hitbox just gets obliterated.Yes, it is possible. Go to the move that doesn't have a hitbox, and hit "Add". Something that says "Nop." will show up. Double click that, then find change in the corner or the box that pops up. Scroll down and find Offensive Collision and double click that. Enter all your properties such as how much damage it will do, ect. When your done, I recommend adding a Synchronous Timer, setting it to around 2-10 frames, and then adding a Terminate Collisions command.
This is the point of the JC+ grab. It makes you way the option of landing the grab due to it being slightly faster and larger range, but if you miss, you will be punished.Shanus, instead of making JC grabs have more lag, why don't you just make dash grabs better? This way people have to think before they use one. In melee, everyone would use a JC grab from a dash over the dash grab except for maybe Bowser. I heard someone say it was because no matter what grab he used, he would get punished.
o.o Yea, everything was fine, just space them out a bit more. Also, if you have a better method of filming, use it.It's not one .pac, but nine. And they are all erased XD However, I'm going to make a .pac for Ike that will be able to do this, like for example:
neutral A is effects 01-0F
f-tilt is 10-1F
u-tilt is 20-2f
d-tilt is 30-3F
f-smash is 40-4F
u-smash is 50-5F
d-smash is 60-6F
neutral-b is 70-7F
down-b is 80-87
Other attacks stay the same so you can at least move Ike around I'll be sure to give each effect more time too, It's a bit quick in the video I know and some of them blend together making it hard to see. I don't know when this will be done, but on wednesday I will have time to work with it, and I am ever so motivated ^_^
But is the size ok? Should I keep the same disjointedness? Is Jungle Japes a good stage to adapt it too (I picked it because of the quite dark background) or should I pick another one?
You need to create one grab for JC Grabbing. That one grab will have your endlag. When the var is set, you do the grab with longer endlag...but if you successfully catch them, then you don't have endlag anyways, since you start the CatchHold SubAction. You've been doing it wrong<3 :3~!Alright, I need help here with some strategy for making a proper JC+ code.
So I want it so that during the jump start animation, I allow the user to enter a grab by hitting Z. So I can do that easily with a change action command (but shield buttons work as well :-\). However, that is the easy part of the code. What I want to do is that if the user does perform a jump-cancelled grab and whiffs the grab, they have extra lag so that there is a proper risk-reward for using the AT.
What i've tired in like 50 different iterations is the following:
The input of the JC Grab also sets a bit variable (ive tried 16 and 17) to true.
Then in the catch animation, i duplicated the set such that
If bit var is set,
do grab animation with longer endlag (so it only effects whiffs)
else
do normal grab
However, I do JC grabs, but get no extra endlag. Any ideas?
Open up Lucas' CLR0 and find out =3!What value or whatever makes projectiles go through opponets? Kinda like Lucas' UpB.
That's quick reply for you. :3you cant really edit articles yet... so... none at the moment...
Edit: i dont get this... i refresh the page and see a coment... i answer at once... and finds that someone put up a post 10 minutes before me... but i diddent see them until i posted something... things like that's been happening to me lately...
Changing the hitbox doesn't change the size of the graphic. You want to add a Graphic Effect, and change the size of that. Make sure to put it in the GFX section.Can someone help me with Hitboxes?
I added an electrical effect for kirbys nair which size is 320000(its supossed to look...big)
But when i do it with his actual hitbox,it doesn't get any bigger. Am i missing anything?i've edited every single one of his hitboxes to match the graphic size but still nothing;;
That's because he is, and holy crap my Wii keyboard just spazzed out.btw Eldiran you got the 1337th post
I thought final smashes aren't able to be edited yet O.oThat's because he is, and holy crap my Wii keyboard just spazzed out.
I have learned that Lucario's FS does not enjoy being changed. ><
I've been busy for awhile so I haven't worked on characters much, but I am messing with a few things using a hex editor, and it seems I stumbled upon something big. (Creating a custom external graphic effect)
Pop quiz! Who knows the command for character invisibility? I sure don't. ^^;I have a question. How would you make a character's model invisible? I've seen it done before. Like on wisp. Thanks for any help.
It's just like editing a special, except a bit less cooperative.I thought final smashes aren't able to be edited yet O.o
Search the thread. I know it's in here somewhere.Grr. I really want that character invisibility command. I have an Idea for an obscure character.
Of course, once I fully figure out how this works ill post how.Care to share???
Yessssss :DOh no, what i meant was,the graphics change size normally nothing wrong with that, its the hitbox.Im trying to adjust the hitbox to match the size of the graphic,but the hitbox stays the same even when i put it the same as the graphics size.
btw Eldiran you got the 1337th post
Ninja'dSearching? There is like 90 pages O_o
Lol im absolutely sure im editing size,though it might be so big that it isn't registering the giant hitbox or somethingXDYessssss :D
Sparksword, you might be accidentally editing flags, because 32000000-whatever is waayyy too big. Make sure you edit "Size" (as obvious as it may seem) and make it a more reasonable number. Like... 32. Generally, if you want something to hit everyting onscreen, 4000 is enough.
Also, Turtwig, the invisibility command is 0B020100.
I think you should make sure you have the latest version of PSA. That might help.Lol im absolutely sure im editing size,though it might be so big that it isn't registering the giant hitbox or somethingXD
when i make the graphic hitbox 320000 its not covering the entire screen,but when i make the hitbox that size it doesn't xhange.maybe graphics and hitboxes go on different size values?O.o
Reposting. D: Someone has to know the problem.I know quite how to add hitboxes and have them working myself, but adding hitboxes and leaving everything as perfect as can be just isn't doing it. I add a hitbox and they JUST DON'T SEEM TO WORK. One little change of a hitbox that was already there (Even changing the size of it by a tenth or so) completely destroys the hitbox forever, nothing I do fixes it. Leaving the offsets the same, the Bolean as true, the size the same, graphic, flags, anything. As if the hitbox just gets obliterated.
I've had them working, but one little change and it's gone...Any suggestions?
Read the thread please. Its on this page.So does anyone know how to make a character invisible?
Oh okay cool. ugh, I can't believe I'm going to ask this, but where do I put that code? Does it go in the flags. SorryYessssss :D
Sparksword, you might be accidentally editing flags, because 32000000-whatever is waayyy too big. Make sure you edit "Size" (as obvious as it may seem) and make it a more reasonable number. Like... 32. Generally, if you want something to hit everyting onscreen, 4000 is enough.
Also, Turtwig, the invisibility command is 0B020100.