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What do you mean your wii is starting to die? Mines been acting all whoopdeedooo lately too...Ugh... my Wii is starting to die... ;-;
Anyone else had any luck with a multi-moveset character like Elemental Marth? I'd like tips, if possible.
1) in attributes the selection below weight is size1) How do you change a character's size?
2) Can you make a move repeat animations. I want Ganon's Neutral Air to have him perform 4 kicks instead of 2. How can I do this?
3) I am still confused on how to add elemental hit effects.
The worst part is I'm not even sure which subaction is the grab endlag (ala the whiff). If it is 6C, then its easier as I can just have my JC start directly cut into an empty subaction for the JC grab. However, if the grab start is in fact the same and its a later command, I would need to somehow do 6C -> middle stuff -> and then conditionally add in the endlag ID. I really need time to test this, but I don't have much.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.
If the subaction you were using was 3C, you'd reference 803C in the frame speed mod. It should work, in theory.
I can try to help with JC grab. Could you give me what you have so far, so that I don't have to do the code from scratch?The worst part is I'm not even sure which subaction is the grab endlag (ala the whiff). If it is 6C, then its easier as I can just have my JC start directly cut into an empty subaction for the JC grab. However, if the grab start is in fact the same and its a later command, I would need to somehow do 6C -> middle stuff -> and then conditionally add in the endlag ID. I really need time to test this, but I don't have much.
If someone wants to help make it, be my guest.
Jump start subaction is 14, and if you add in conditionals for the pressing of the Z button, you can have it cancel and go into a grab. Now its just determining when a whiffed grab is. Can someone dump on a graphical effect to find out when it is?
Also, can someone dump a graphic effect to find (its around 36 or so) which ID is the falling (spinning) state of being footstooled?
they're either graphics or articles, so search the "generate article" command or lurk in the GFX part
Tsk, I suck, I didn't touch PSA in 3 days ; rachel's not gonna have a slipheed gauge if I keep doing my lazy french dooshbag.
oh, weird. Worth the study lolyou misunderstood... i know how to generate articles, and the stars are articles(article 0)... but i'm trying to find out what makes the stars come out in the same path/angle everytime, and ne on each side of him... (so far i've only been able to make it fly at a random angle in front of him... whith even the range varying slightly) so i decided to look in his down-b for it... but i cant find it... i've looked in all the sobactions and the down-b action... i cant find it...
this is the best thing iv'e got:
09000100: 0-2,
08000100: 0-5,
they're in the special action... but i dont know what they do... could they be alternative article creators?
yeah... but the wierdest thing... is that theres nothing in the landing subaction... its completely empty...oh, weird. Worth the study lol
Hmm honestly I would've just c/p'd everything in the special's subaction ; but there may be stuff in the special tab. Good Luck still.
You're better off just messing around with the program and posting any questions you come across.Is it possible to get a simpler version of this guide?
Dude. I have so many questions it's not even funny. If I were to post all of my questions, the post would be as long as the guide (if I double space it). Well, first off, I want to change what CF's side smash does. I want to change it to an explosion and make it a bit more powerful.You're better off just messing around with the program and posting any questions you come across.
-DD
See? Right there. It's THAT mumbo jumbo that I don't understand. I'm a VERY slow person. I don't really get anything unless I have step-by-step instructions... but I'll try it. Thanks.just not sucking at reading the guide? It's pretty simple. I don't get how you're having problems.
than create a hitbox that does fire damage. make a graphic effect. edit the offsets so they're in the right spot (z and x offsets are switched for graphics_ make it have a high KBG.
make sure it's bone 0.
viola.
Yeah I Pmed him about that lols*coughUSBLOADERcough*
>_>
Alright. I did all of that. Now all I need to know is what to save it as and to where.ummm...well let's just say you want the explosion at the same time as the normal hitboxes for his fsmash.
you put an offensive collision in the place (like in the main part, where the other "offensive" collisions are) where the others are. You edit the damage, base knockback, knockback growth, what bone it's attached to (bone 0 is the best sine it will match up with the graphics), etc. basically the properties of the hitbox. in the flags section, change the last number to 5 to make if fire hit effect. make the size something bigger than 0, and then edit the offsets.
EDIT: you might have to copy the hitbox a couple times in the same offsets and stuff.... for some reason with only one hitbox it's hard to hit with it.
y offset is how far up or down it is.
x offset is how far to the left or right it is.
z offset is how deep or in front it is. (like, the way that brawl characters can't travel)
now, for graphics. Add a beginning timer before it so the graphic shows up at the same time as the hitbox.
look in the guide for the graphic number for an explosion. set it to bone 0, and edit the offsets to the same place as the hitbox is. make sure it's not size 0. but just so you know, don't really go over size 2. the graphics increase in size in a very steep scale. (THE HITBOX SIZE DOES NOT INCREASE IN SIZE AS INSANELY)
NOTE: the z and x offsets are switched for some reason for graphics.
meaning, in graphis, that parameter that says "z offset" is really the x offset, and vice versa. y offset is normal.
I do not understand your question at all. Rephrase it. Without the annoying, excess words.ALRIGHT JOOZ GEYES, I AVE A KESCHUN!
No, seriosly, I have a question.
My question is...
How long does the "PK Starstorm" Sound effect last?
I'm working towards a slightly more effective set of special moves for Ness.
I mean really.
Special=LONG AS SUPERCALIFRAGALISTICESPIALIDOCIOUS PROJECTILE
>/<Special=Projectile that only works if it directly hits
^Special=Projectile that you have to work at to get vertical momentum
\/Special=Crappy projectile absorbtion with wind
I MEAN REALLY
that's got Yoshimitsu's (Soul Calibur4) possesion move or whatever its called written all over it lol.I believe I found a "dice roll" event in PSA. Meaning, an event that rolls a dice with a specified number of sides, and if it rolls a 1, it performs an action (that's the best I can describe it).
It's an If block. Use the second If block on the list of events. Set the Requirement parameter to 2B. Then, change the Variable parameter to a Value parameter, and put in a number (this is how many sides the dice has). Example: setting a dice with 4 sides means it has a 1-in-4 chance of happening. If you set a dice with 1.5 sides, that makes it have a 2-in-3 chance of happening.
I'm sure someone can find a good use for this...
(By the way, I found this by looking at the sound effects for Jigglypuff's smash attacks. They all have a 1-in-2 chance of making a certain sound effect.)