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well actually I already know how to replace it with his up taunt but I dont know how to make an explosion appear,how to make it bigger and how to make so that the land master doesn't come downsounds epic=)... but i think it would be kinda difficult... cause you would have to change every single detail about it...
...you have a asynchronous timer set at 10 and some hitboxes and then, whith nothing in between, a terminate collisions... is that right? if so... ad a synchronous timer whith the amount of frames you want the hitboxes to be there... cause what you've been doing is killing them the frame you make them...Ugh, well working on my elemental Mario, I encountered a problem. I removed the "Generate Article:1" from his Special N, and added four hit boxes (attached to bone 25 at first, then 0) and four graphics, as well as an Asynchronous timer set to ten frames and a Terminate Collisions command. The hit box never happens, and the graphics stay in one place (I set the X Offset different amount away from the character, yet it never shows up where I set it, just on Mario). What I want to happen is to have a attack that when Mario puts his hand out like he's going to shoot his FireBall, he instead shoots out a line of electricity roughly the size of half of Final Destination, but the hitboxes don't appear, and neither does the graphics show up where they are supposed to. Also, I changed Mario's F-Smash to have four explosions and hitboxes (three in the current download), but it no longer has the hitboxes for the 3 ones I added, and it worked once with the current download, but when I went back to it, it didn't have the ones I added work either. The graphics show up, but not the hitboxes.
You have the same problem I did.Ugh, well working on my elemental Mario, I encountered a problem. I removed the "Generate Article:1" from his Special N, and added four hit boxes (attached to bone 25 at first, then 0) and four graphics, as well as an Asynchronous timer set to ten frames and a Terminate Collisions command. The hit box never happens, and the graphics stay in one place (I set the X Offset different amount away from the character, yet it never shows up where I set it, just on Mario). What I want to happen is to have a attack that when Mario puts his hand out like he's going to shoot his FireBall, he instead shoots out a line of electricity roughly the size of half of Final Destination, but the hitboxes don't appear, and neither does the graphics show up where they are supposed to. Also, I changed Mario's F-Smash to have four explosions and hitboxes (three in the current download), but it no longer has the hitboxes for the 3 ones I added, and it worked once with the current download, but when I went back to it, it didn't have the ones I added work either. The graphics show up, but not the hitboxes.
*facepalm*...you have a asynchronous timer set at 10 and some hitboxes and then, whith nothing in between, a terminate collisions... is that right? if so... ad a synchronous timer whith the amount of frames you want the hitboxes to be there... cause what you've been doing is killing them the frame you make them...
Can't slow down a subaction, only an actionID.Shanus, what is in the grab animation with extra endlag?
A ghetto fix would be transferring to another animation of some sort, but that would look dumb.
You could use the animation engine to slow down the endlag of the new grab subaction.
It is not possible the way you are trying to do it, but I think this is how they made fox's shine cancelable with a jump:2) I don't believe so.
The issue is placing the conditional to begin with. So there is no point in slowing down the subaction since I just need to make a new one entirely.What? The sub action IDs are just the 'animation' IDs. 806C would be standing grab. You couldn't add an IASA 5 frames before the normal animation ends (slow down before this point to add 5 frames to balance it out), and slow it down to 0.200x speed on that frame so the JC one doesnt get the IASA and as a result has 20 extra lag?
For Haste, you could set a bit variable when it's cast. And then, for certain moves, have an If (Haste Variable Set) : Allow Interrupt. The end result would be that you can cancel out of moves faster when hasted. Alternately, to cause Haste to make the character move faster, you could do a little If (Haste Variable Set) : Character Momentum on the Walk/Run commands. That's how I would do it at least.I'm trying to turn Zelda into a time mage. What I want to do is have her side B inflict "Slow" on her opponent if it hits them. I'm guessing I can't since that would be a prop, right? If that is the case, is it possible to add it to, say, her neutral A for instance?
I also want her to be able to cast 'Haste" upon herself. Is it possible to do that without generating a Bunny Hood?
I've been messing with the Time Manipulation and it seems that it always effects the whole screen or doesn't have an effect at all. I'm assuming TM would be the key to doing this, but it seems like I can't set it to activate only if they get hit.
Oh ok I see what you're saying, but I still don't know how to speed her up. Messing with time manipulation, it only effects the opponent and it only slows them.For Haste, you could set a bit variable when it's cast. And then, for certain moves, have an If (Haste Variable Set) : Allow Interrupt. The end result would be that you can cancel out of moves faster when hasted. Alternately, to cause Haste to make the character move faster, you could do a little If (Haste Variable Set) : Character Momentum on the Walk/Run commands. That's how I would do it at least.
Note: the above depicts only psuedocode.
By the way, I tried out your guy over on Kittycorp (assuming there aren't two different people making Time Mages out of Zelda) and it was pretty cool.
care to explain a little more?is it possible to make a grab freeze an oponent?
Well then use an empty subaction using the Catch animation, then reference that subaction using the appropriate ID to do the JC grab, then slow it down after the grabbox goes away in the frame speed mod.The issue is placing the conditional to begin with. So there is no point in slowing down the subaction since I just need to make a new one entirely.
for example after the opponent is thrown he/she freezes, as in turns into ice, i tried looking into the grab collision but grab collisions are done using variables, and i dont really know which one does whatcare to explain a little more?
Since you want it to react to a "grab" see if you can set the requirement to be L/R + A, and see if Z is included in that.Does anyone know how to make a Button Press of only Z and not Z, L, or R?
The slow might have something to do with time manipulation? not sure.I'm trying to turn Zelda into a time mage. What I want to do is have her side B inflict "Slow" on her opponent if it hits them. I'm guessing I can't since that would be a prop, right? If that is the case, is it possible to add it to, say, her neutral A for instance?
I also want her to be able to cast 'Haste" upon herself. Is it possible to do that without generating a Bunny Hood?
I've been messing with the Time Manipulation and it seems that it always effects the whole screen or doesn't have an effect at all. I'm assuming TM would be the key to doing this, but it seems like I can't set it to activate only if they get hit.
I'm afraid not. Otherwise, I would have Wisp be able to hold items. (Items held are also invisible.)Hey guys. So I mad my character invisible... but there are some parts of my character that I still want visible. I want to generate an article that can still be visible. But sadly it's invisible too. Is there any way around this?
...i dont really know... maybe if you looked at ness to find out what gives him a fire effect on his down throw... that may give you a clue...for example after the opponent is thrown he/she freezes, as in turns into ice, i tried looking into the grab collision but grab collisions are done using variables, and i dont really know which one does what
Hmm, alright. Thanks.I'm afraid not. Otherwise, I would have Wisp be able to hold items. (Items held are also invisible.)
You could experiment with removing parts of the model though -- I believe there was a thread on that a while ago. It should be 2 or 3 pages deep in this board by now.
I went 5 pages back and couldn't find it. If it's not too much trouble... could you give me a link? Thanks :DI'm afraid not. Otherwise, I would have Wisp be able to hold items. (Items held are also invisible.)
You could experiment with removing parts of the model though -- I believe there was a thread on that a while ago. It should be 2 or 3 pages deep in this board by now.
Wow that does sound kinda complicated. I might just go the cheap route and spawn a bunny hood since I don't really understand how to fully use the variables and whatnot. The other way sounds soo much better though!The slow might have something to do with time manipulation? not sure.
You could generate and use a bunny hood from an attack, or you could set a variable as true for the speed, and set another as a number that would be reduced with every action until it reaches 0 and sets the first variable as false, and have each potentially sped up action check to see if that variable is true, and if it is true add momentum/IASA frames to the move/action and subtract 1 from the timer.
>_> Yes, it is complicated.
-DD
This one:I went 5 pages back and couldn't find it. If it's not too much trouble... could you give me a link? Thanks :D
Random troubleshooting question:i tried to increase the hitbox size with the new PSA,which makes them all 5.5. but it still didn't change;;
should i create a new hitbox?
It isn't necessary, it's just that sometimes people put it too soon and cancel out the hitbox. So, you can hit with the hitbox, but can't make it any larger? Changing the size has no effect?I just have it normally setup,all i did was try to change the size of the move.so should i add terminate collisions?
Thanks .