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DelxDoom

Smash Lord
Joined
Sep 9, 2006
Messages
1,555
I would definitely take out all offsets, and probably shrink the size to at most 10.

4 is huge already
 

Kyzon Xin

Smash Journeyman
Joined
Feb 23, 2006
Messages
284
Location
Vegas
umbra... make sure all attacks have their own id..
also add a timer after them and also terminate collisions
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
i found where yoshi's d-b makes the stars... its the action 11F... though i cant find out how to make the stars come out at opposite directions...
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
shanus said:
Work in progress JC grab, MC footstool (the punishment window for stepfall is after the MC window for testing, and step jump cancel (somewhere between subaction 35-40):

http://shanemulliganphotography.blogsite.org:6111/~shane/FitFox.pac
For whoever feels like helping and testing.

JC grab (beginning work) starts on subaction 14. Its been crashing a lot lately so I'm trying to find a stable way to get it to hopefully enter the subaction and potentially add lag to the end and then use a Goto or changeaction to stand after the siubaction is complete so that the user does grab then jump.
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
What have you tried so far?

I've only seen this with Eldiran's Wisp, but I haven't been able to find a way to make specials(Or other moves in general) charge while holding a button, or charge over time(Wisp sideB).

Maxthunder, try changing the values of the GFX to a negative number in Scalar, or in hex, well, something opposite. :p
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
What have you tried so far?

I've only seen this with Eldiran's Wisp, but I haven't been able to find a way to make specials(Or other moves in general) charge while holding a button, or charge over time(Wisp sideB).

Maxthunder, try changing the values of the GFX to a negative number in Scalar, or in hex, well, something opposite. :p
... the stars are articles... meaning not graphics...

uh... 0person guy... try to look at the hitboxes for attacks where he claws... like the F-tilt...
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Alright. I switched to the updated version, I got the explosion going, it's huge, it's badass, but there's one problem: it doesn't do any damage. Here's what I have:

If it's too small to see, I'm sorry. I can't do any better. I'm new to these forums.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Your Synchronous Timer between the hitboxes and Terminate Collisions needs to be more than 0 frames long. The hitbox is existing for no time, which is why it can't hit anything.
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Alright. Thanks. But now the regular attack isn't hitting at all. Is there something wrong? Plus, the explosion is in the ground.

EDIT: I got the attack working again, so I was thinking. Since the regular attack already does the fire damage that I want, all I needed to do was edit the damage of the regular, and link the explosion to the bone... or is that stupid?
 

MaxThunder

PM Support
Joined
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Messages
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Norway=)...
... i managed to get one star on each side of yoshi now... you just have to put the two generate article's togjether... and have no timer in between... i wanted to first shoot one star in front of him, and then one behind... but it seems that's not possible...
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
K. I got BOTH of them hitting the enemy. Now all I want to know is how to get both of them to hit at the same time.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
... i managed to get one star on each side of yoshi now... you just have to put the two generate article's togjether... and have no timer in between... i wanted to first shoot one star in front of him, and then one behind... but it seems that's not possible...
Put a reverse direction command right before the second star (with timer of course) (don't worry, the reverse direction affects all htiboxes and stuff but doesn't show up on the character until the very end of the animation) then put another reverse direction at the very end of the move.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
I was wondering, is there any way to disable certain moves (specifically Up-B and/or side-B) without putting a character into special fall?
K. I got BOTH of them hitting the enemy. Now all I want to know is how to get both of them to hit at the same time.
Remove the first terminate collision and timers between the hitboxes. That way they'll be generated at the same time.
 

MaxThunder

PM Support
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Messages
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I was wondering, is there any way to disable certain moves (specifically Up-B and/or side-B) without putting a character into special fall?
... what do you mean by disable?... also... change action to E will get around the special fall...

Edit: the reverse direction worked=) thanks=)
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
... what do you mean by disable?... also... change action to E will get around the special fall...
Make it so that you cannot use the move again until you land. For instance, Sonic's up-B and Snake's up-B. They can attack and everything once they've used it, but they can't use the move again.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
... i managed to get one star on each side of yoshi now... you just have to put the two generate article's togjether... and have no timer in between... i wanted to first shoot one star in front of him, and then one behind... but it seems that's not possible...
That is perfectly possible. Take the scripts from the landing of his Down B and put a timer inbetween. :/

edit: it seems that leafbarrett helped you, so nevermind.


edit 2: please don't double post leafbarrett.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
It seems thatyou missed the full GFX ID list, paprika. Here it is:


Code:
Value / Effect
1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
B Flat Circle Smoke
C Spherical Smoke
D Normal Dash Smoke
E Normal Jump Type Smoke
F Lower Part of a Starting Smoke Tornado
10 Shine
11 Light Flash
12 Small Explosion w/ Smoke
13 Lightning (1) (2)
14 Huge Shield (L,R Shield)
15 Small Dust
16 Shield (When you shield at perfect timing)
17 Red SHOOPDAWOOP (kinda)
18 explosion
19 Small Fire Explosion with Smoke
1A White Dash Smoke
1B Small Falling Smoke
1C Big White Dash Smoke
1D White Blast with Orange-Yellow Circle Around It
1E Three White Circles and One Big White Circle Around the Three Smaller Ones
1F Green to Blue Sphere
20 Small blue bubble that pops (1)
21 Dust (1)
22 White Smoke (1)
23 Medium Size Fire Explosion with Smoke (1)
24 Normal Jump Graphic
25 Cooler Jump Style Graphic (1)
26 Sparks (1)
27 Medium dust blast (1)
28 Very Big dust blast (1)
29 Big dust blast
2A White Explosion thing
2B Small Lightning Effect
2C Small Red Vortex Thing
2D Small Orange Dots that make a diamond
2E Small Dot Thing
2F Bubbles
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
3C Ice Shattering
3D Partyball Confetti
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke
41 Fire explosion (non smoke)
42 Smokeball smoke (changes color too)
43 Circular Lightning
44 Thunder Striking Down
45 Mud (When you get grounded) (dig)
46 Spinning Flat Circle thing
47 Animated Circle type thing (like an unfinished portal you can jump through)
48 Animated Sphere that changes color
49 Flash Fire Flare
4A Dark Circle with flames flowing off
4B Dust Smoke Cloud things
4C Red then Blue Fireworks
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun (permanent)
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star
5C A Lot of Yellow Stars
5D A lot of Small White Stars
5E Infinite loop of bubbles
5F Spinning Circle thing with Lightning on the edges
60 Small Jagged Red Ball With Fire Coming From the Top (Permanent)
61 Shadow Smoke
62 Respawn Platform
63 Small Yellow Sparkles (Permanent)
64 Dark Red Explosion
65 Smart Bomb Grahpic
66 Lots of Wooden Planks
67 Glass Shatter and Green Lines
68 Confetti and Weird White Symbols (Red Blast in Middle)
69 Confetti and Weird White Symbols (Green Blast in Middle)
6A Awesome Ice Effect (Only works one time, Second Use and After is a White Blast)
6B White Sparkles, then a Bunch of Kirby Stars (Permanent Kirby Stars)
6C Circle of Red Sparks (Permanent)
6D Two Red Circles with Lightning Inside
6E Red Circle with Lightning Inside
6F Oval-esque Light (Green|White|Light Blue) Then Fades to the Left
70 Huge Vertical Ring of Fire
71 Oval-esque Light (Colors Change From Top to Bottom, From Light Blue to Green)
72 Small Glass Shatter
73 Red Ball of Fire
74 White Lines that Form a Cone (Small Part at Bottom) and Green Flakes Appear Halfway Through the Grahpic
75 Circle of Sparkles (Permanent)
76 Random Red Sparkles (Permanent)
77 White Circle Expanding Outwards with a Few Sparkles and Music Notes
78 Random White Sparkles
79 Small White Puff of Smoke
7A White Sphere then Shadow Sphere Inside
7B Circular Splash of Water
7C Big Water Splash That Goes Outward and Up
7D Small White Blast
7E White Sparkles and Kirby Starts (Not Permanent)
7F Big White Circle That Goes Outward, Then Inside of that Another White Circle Appears
80 Glass Shatter
81 Big Electric Blast
82 Small White flashing circle within Big Red flashing circle
83 Permanent Sparkles
84 Permanent (Really Bright) White Ball of Energy
85 Small Red Lightning
86 Cloud of Dust
87 Green Ball of Energy
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
It seems thatyou missed the full GFX ID list, paprika. Here it is:


Code:
Value / Effect
1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
B Flat Circle Smoke
C Spherical Smoke
D Normal Dash Smoke
E Normal Jump Type Smoke
F Lower Part of a Starting Smoke Tornado
10 Shine
11 Light Flash
12 Small Explosion w/ Smoke
13 Lightning (1) (2)
14 Huge Shield (L,R Shield)
15 Small Dust
16 Shield (When you shield at perfect timing)
17 Red SHOOPDAWOOP (kinda)
18 explosion
19 Small Fire Explosion with Smoke
1A White Dash Smoke
1B Small Falling Smoke
1C Big White Dash Smoke
1D White Blast with Orange-Yellow Circle Around It
1E Three White Circles and One Big White Circle Around the Three Smaller Ones
1F Green to Blue Sphere
20 Small blue bubble that pops (1)
21 Dust (1)
22 White Smoke (1)
23 Medium Size Fire Explosion with Smoke (1)
24 Normal Jump Graphic
25 Cooler Jump Style Graphic (1)
26 Sparks (1)
27 Medium dust blast (1)
28 Very Big dust blast (1)
29 Big dust blast
2A White Explosion thing
2B Small Lightning Effect
2C Small Red Vortex Thing
2D Small Orange Dots that make a diamond
2E Small Dot Thing
2F Bubbles
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
3C Ice Shattering
3D Partyball Confetti
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke
41 Fire explosion (non smoke)
42 Smokeball smoke (changes color too)
43 Circular Lightning
44 Thunder Striking Down
45 Mud (When you get grounded) (dig)
46 Spinning Flat Circle thing
47 Animated Circle type thing (like an unfinished portal you can jump through)
48 Animated Sphere that changes color
49 Flash Fire Flare
4A Dark Circle with flames flowing off
4B Dust Smoke Cloud things
4C Red then Blue Fireworks
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun (permanent)
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star
5C A Lot of Yellow Stars
5D A lot of Small White Stars
5E Infinite loop of bubbles
5F Spinning Circle thing with Lightning on the edges
60 Small Jagged Red Ball With Fire Coming From the Top (Permanent)
61 Shadow Smoke
62 Respawn Platform
63 Small Yellow Sparkles (Permanent)
64 Dark Red Explosion
65 Smart Bomb Grahpic
66 Lots of Wooden Planks
67 Glass Shatter and Green Lines
68 Confetti and Weird White Symbols (Red Blast in Middle)
69 Confetti and Weird White Symbols (Green Blast in Middle)
6A Awesome Ice Effect (Only works one time, Second Use and After is a White Blast)
6B White Sparkles, then a Bunch of Kirby Stars (Permanent Kirby Stars)
6C Circle of Red Sparks (Permanent)
6D Two Red Circles with Lightning Inside
6E Red Circle with Lightning Inside
6F Oval-esque Light (Green|White|Light Blue) Then Fades to the Left
70 Huge Vertical Ring of Fire
71 Oval-esque Light (Colors Change From Top to Bottom, From Light Blue to Green)
72 Small Glass Shatter
73 Red Ball of Fire
74 White Lines that Form a Cone (Small Part at Bottom) and Green Flakes Appear Halfway Through the Grahpic
75 Circle of Sparkles (Permanent)
76 Random Red Sparkles (Permanent)
77 White Circle Expanding Outwards with a Few Sparkles and Music Notes
78 Random White Sparkles
79 Small White Puff of Smoke
7A White Sphere then Shadow Sphere Inside
7B Circular Splash of Water
7C Big Water Splash That Goes Outward and Up
7D Small White Blast
7E White Sparkles and Kirby Starts (Not Permanent)
7F Big White Circle That Goes Outward, Then Inside of that Another White Circle Appears
80 Glass Shatter
81 Big Electric Blast
82 Small White flashing circle within Big Red flashing circle
83 Permanent Sparkles
84 Permanent (Really Bright) White Ball of Energy
85 Small Red Lightning
86 Cloud of Dust
87 Green Ball of Energy
I was wondering. Is there an effect that can make something like a circular flame circle around CF's feet when he's doing his Wait1 action (pretty much just standing still), then when his Wait2 action comes up, it makes the effect of when he uses his B-up (the one where that circle appears around him right before he jumps) appear?

EDIT: Also, I made it so flames show with every step when he's running, but I don't know how to make it damage people. How do you do that?
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
What's the difference between Asynchronous timers and Synchronous timers?
Asyncronous timers start couting from the beginning of the animation, while synchronous start from the place they are...

an example:
Asynchronous timer: 15 frames
offensive collision
offensive collision
Synchronous timer: 5 frames
terminate collision

the asynchronous timer creates the collisions after couting to 15 frames, which means frame 15 of the animation. then the synchronous timer starts counting and terminates the collisions after 5 frames, at frame 20 of the animaion

got it?

Edit: for damaging run... have you tried adding hitboxes to it?... you can find the bones for his feet in his nair...(at least you should find them there...)
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Asyncronous timers start couting from the beginning of the animation, while synchronous start from the place they are...

an example:
Asynchronous timer: 15 frames
offensive collision
offensive collision
Synchronous timer: 5 frames
terminate collision

the asynchronous timer creates the collisions after couting to 15 frames, which means frame 15 of the animation. then the synchronous timer starts counting and terminates the collisions after 5 frames, at frame 20 of the animaion

got it?
Yeah. Basically, the Asynchro timer is where the attack starts, then the Synchro timer continues it, then you terminate it. You know, I was going to say that all I needed to do for my problem was use two Asynchro timers when I read your post, but then I remembered you don't really need it. :3

EDIT: What the heck's a nair?

EDIT#2: Nvm. I found the bones of one of the feet in his down smash, but I want the actual fire to hurt the opponent and not when the feet touch it.
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Now can someone tell me how to make it so that whenever the hitbox comes into contact with a player (NOT me), it will damage him/her?
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
Now can someone tell me how to make it so that whenever the hitbox comes into contact with a player (NOT me), it will damage him/her?
that sounds like what any hitbox you have put some damage on does... unless i misunderstood the question... if i did... please explain better...
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Well, I want the actual fire to have the hitbox and not the feet. Forgot to mention that. And to explain a bit more, I only know how to keep the hitbox for a limited time (Like Disney and their DVDs :p), but I want them to stay forever (like... uh... what has stayed around forever by this point that's actually respectable? O-o). So how to I do that?

EDIT: It was Mickey Mouse I was thinking of. Mickey Mouse.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
I was wondering. Is there an effect that can make something like a circular flame circle around CF's feet when he's doing his Wait1 action (pretty much just standing still), then when his Wait2 action comes up, it makes the effect of when he uses his B-up (the one where that circle appears around him right before he jumps) appear?
I have no idea whatsoever. You could start a loop and mess around a bit. :/
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
Well, I want the actual fire to have the hitbox and not the feet. Forgot to mention that. And to explain a bit more, I only know how to keep the hitbox for a limited time (Like Disney and their DVDs :p), but I want them to stay forever (like... uh... what has stayed around forever by this point that's actually respectable? O-o). So how to I do that?

EDIT: It was Mickey Mouse I was thinking of. Mickey Mouse.
...ah... i dont know this just off the top of my head... i should be able to do it whith some testing, but i cant do that now though...
...
anyways, uh... maybe...if you have no terminat collisions?... that'll probably fail... if you could find out how many frames there are in the rund, and then putting up the hitboxes on the first and killing the on the last... so when it loops it'll restart the hitboxes whith no delay... that should do it... i dont know the framedata though...
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
...ah... i dont know this just off the top of my head... i should be able to do it whith some testing, but i cant do that now though...
...
anyways, uh... maybe...if you have no terminat collisions?... that'll probably fail... if you could find out how many frames there are in the rund, and then putting up the hitboxes on the first and killing the on the last... so when it loops it'll restart the hitboxes whith no delay... that should do it... i dont know the framedata though...
Actually, maybe your first idea would work... or fail... it's a 50/50 chance. :3 Anyway, I'll try out both of them. I just have to start it when the dash finishes, then I could either see what happenes when I leave the terminate out, or try the loop idea. To be safe, let's start with the loop first. And I have another question. Say I wanted my opponents to be pushed back with the wind effect when they get hit. Is it just like adding another hitbox, or is it something along the lines of an "If" command?
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
For whoever feels like helping and testing.

JC grab (beginning work) starts on subaction 14. Its been crashing a lot lately so I'm trying to find a stable way to get it to hopefully enter the subaction and potentially add lag to the end and then use a Goto or changeaction to stand after the siubaction is complete so that the user does grab then jump.
Has anyone tried to work on this?

Because I've been testing my ideas, and putting a simple allow interrupt in JumpSquat causes the game to crash.
 
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