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Ghetto fixes are like CT's mascot.Thats what I was doing, glad to see someone else loves ghetto fixes.
Noted. And I meant turn his dash into his nAir if you hadn't guessed.it's because under animation flags, "move character" is checked. you need to uncheck this to make him move.
for some reason, "moves character" means it stops their momentum.
NOTE: he might warp back in place if you remove the flag.
Attach it to a bone?How would a make a traveling hitbox, if possible?
IE, make a small sized hitbox, sling a fire graphic on it, and have it travel in an arc?
I'm curious -- how are you going to modify the attack's attack power based on the variable?I've making a special move that needs to be charged. Currently, the only way I can really think to do it is to have part of the action be a sub-action that loops, adding +1 to a variable that can be saved (See - DK Punch) until a certain point, in which I'd be able to fire the charged attack.
Few questions - What's a good variable that is actually 1) Saved permanently and 2) Has more than just a binary true/false, and can instead be added to? Also, how would I set and add to these variables?
Say, I needed to run the "Loop" subaction 20 times before the move would be fully charged, so after the move has been charged 20 times, it'll go into another subaction (Which attacks, and then sets the variable back to 0) ?
Thanks in advance for anybody willing to tackle these questions.
... i think thats just the animations of those taunts turning... not a comand...Has the event been discovered yet to make it so a character turns, facing the camera, then turns back when the animation ends? It would really help with static pikachu's rest.
Edit:
Does this do it?
1F090100: 3-0,
Its on pika's S taunt, luigi's U taunt, Zelda's side.... Did I just discover someting?
Edit 2: It didn't work. any suggestions?
Yes, in some animations, like yoshi's down taunt (or up, whatever it is)... i think thats just the animations of those taunts turning... not a comand...
there was that kinda code?... i diddent know... i diddent really get into theis code thing until .. 3 weeks before psa... but in that case there should be... so... keep looking i gues... i would probably be usefull... for something...Yes, in some animations, like yoshi's down taunt (or up, whatever it is)
But, remember the code that made all characters face the camera? there had to be some way to trigger that, right?
Alright, thanks much. I was using RA, which didn't seem right.I'm curious -- how are you going to modify the attack's attack power based on the variable?
EDIT: Now that I have some time to answer, I can give some info on your question:
I assume by "saved permanently" you mean for the entire duration of the match. In that case, it sounds like what you want is an LA-Float. Usually any variables past 100 work fine. For example, Wisp's charge is held by LA-Float[105], which stores the number of turns he's made. You can see, on Subaction 11 and 12, "Turn" and "TurnRun", it does Float Variable Add to increment it by 1. So your idea is definitely feasible, except instead of 20 different levels of charge you'd likely only have 3 to 5 levels.
Help please?How would I go about giving pikachu an AAA Jab? I already have the animations worked out...
I just changed the animation and made the timer longer ._.I just wanted to know if there was a forum that explained the basics of making custom moves. Like leafbarret's Specail Neutral where Kari does a windup.
After the interrupt, add an If block that saysHelp please?
Button Press: 0After the interrupt, add an If block that says
If Button Pressed= 2 (I think 2 is A)
Change Subaction (whatever your action for the second hit is)
Repeat that to take it to the third.
yescatch is the characters grab animation correct????
find an empty subactionEDIT: Also, how do you give characters new animations?
So... it can be ANY animation in the character... Sweet.yes
find an empty subaction
rename it to the proper animation
put appropriate parameters in it
... external graphic effects are character specific... and is different from normal graphics...how would you go about putting lightning under someones feet while they run.
what i know
use external graphic effect
put on GFX in dash and run subactions.
but thats it. i was looking at Pmario's and it use external graphic file#1 with graphic 1. but looking at the generic GFX list, 1 is just a hit. what am i not getting?????
So this will set my momentum downwards, and leave horizontal alone?Change the last value in 0E080400 to 0. What that does is determine if it stacks momentum onto what you're doing, or sets it. (At least, as far as I can tell. It acts goofy sometimes.)
Then, add in 0E020100, and set the value to.... 1, I believe. Camelot and I had a chat about it a while back, but I've not put much testing into it.
Also, if somebody figures out how to set horizontal momentum without changing vertical, that'd be great.