Dantarion
Smash Champion
Change Action whatever, requirement on ground,Thanks in advance.
Additional Requirement Button Pressed, whatever,
Additional Requirement, that stuff that detects down on the joystick.
lazyspeed activate
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Change Action whatever, requirement on ground,Thanks in advance.
Change Action whatever, requirement on ground,
Additional Requirement Button Pressed, whatever,
Additional Requirement, that stuff that detects down on the joystick.
lazyspeed activate
Have you tried changing the animation from Run to Walk2, then adjusting the run speed and acceleration to fit your needs?This is a bit of a lengthy question, but I'm just starting to learn how to use PSA and I was wondering if I could have some help...
(For whatever reason...) I'm making a mod on Sonic that makes him move almost exactly the same as in his Sega Genesis games. In other words, he has to slowly accelerate to get to full speed, he hurts people when he's jumping/rolling, no double jump, and he can't attack.
Now here are some issues I'm having:
1. Is it possible to disable dashing? In the "dash" event, I put a command to change to the "slow walk" event, but the animation just freezes on the first frame of the dash animation and he still gets propelled forward unless you stop holding left/right, and you can only stop by shield rolling, or jumping.
Partially solved. I simply added an "Allow Interrupt" command, but it still runs for 1 frame, so the horizontal speed of Sonic goes to 0...
How do you change acceleration and maximum speed for running? In PSA's attributes list, I see walk acceleration, stopturn acceleration, dash initial velocity and run initial velocity, but no run acceleration or maximum running speed. Is it an unlabled variable or are these values determined by something else?Have you tried changing the animation from Run to Walk2, then adjusting the run speed and acceleration to fit your needs?
I think that the animation itself already moves you...How do you change acceleration and maximum speed for running? In PSA's attributes list, I see walk acceleration, stopturn acceleration, dash initial velocity and run initial velocity, but no run acceleration or maximum running speed. Is it an unlabled variable or are these values determined by something else?
I'm guessing it hasn't been discovered yet then :/How do you change acceleration and maximum speed for running? In PSA's attributes list, I see walk acceleration, stopturn acceleration, dash initial velocity and run initial velocity, but no run acceleration or maximum running speed. Is it an unlabled variable or are these values determined by something else?
I could, but then sonic wouldn't start with his walking animation and end with his running animation. But I'm not really worried about that right now...Have you tried changing the animation from Run to Walk2, then adjusting the run speed and acceleration to fit your needs?
look at the stickied texture thread... using psa character is exactly like using textures... only thair called fit(charactername).pac instead of fit(charactername)(texturenumber).pac... and in that thread you'll find the character names and in what directories to put it...Hey I just need a quick question answered real fast. When I download a PSA character what exactly do I rename the file to allow me to play as that character? Sorry I couldn't find anything about that in the First post and im just trying this out yesterday. >__< ;;
If you change the animation, the hurtboxes will be in a slightly different position, and may desynch the replay.I have a question, is it possible to change the neutral stance animation without affecting any replay?
I have wait1 switched to swing4hold
EDIT: If you want to use a PSA character change it into example Captn Falconm, make it (FitCaptain.pac)
What do you mean? Try using a different what?Yep, it's 0B. Try using a different If if the one you used didn't get the job done :v
Is there anyway to avoid this?If you change the animation, the hurtboxes will be in a slightly different position, and may desynch the replay.
He means use 0B as a requirement for a change action.What do you mean? Try using a different what?)
Don't change the animation. Think about it. If you change where the bones are, the replay isn't gonna play back the same way.Is there anyway to avoid this?
What about switching similar characters animations, like just Fox and Falco's fighting stance with each other, would that work properly?If you change the animation, the hurtboxes will be in a slightly different position, and may desynch the replay.
Basically, just think of it this way. Float variables contain Scalar values. That's pretty much all you need to know for PSA. I can't think of an instance where the actual "value" (in hex) matters as far as PSA is concerned.I don't understand the concept of float whatsoever. Even after reading the guide and following the links to the calculators, that only confused me more.
I thought that if I went to scalar and typed in 1, if I then switched to value, it would say the floating point equivalent. I did so and it said 0000EA60, but the calculators say that the floating point equivalent of 1 is 3F800000, which PSA says is well OVER 9000 in scalar.
I don't get it.
What I REALLY need to know is, if you add one in scalar to a float variable, what does its value become?
Has anyone noticed that the slash noise for different people is different? Ike's slashes make a BOOM noise, and it's not a SFX (I think) while Marth's is not as loud.Simple question: Where in the flags are the sound efects on hit? Let's say a simple punch. If it hits, it will make a sound. That sound effect is absent if it doesn't hit. Where is that specific sound situated in the flag?
Thank you
Ok, that hasn't been working. Do I have to add that position moving thing to it?Nah, it should work as is. I recommend trying different actions, such as perhaps an aerial jump. I'm just throwing out the best idea I have.
@brawlshifter: I'll try out your file when I get the chance to use my Wii.
That's odd... momentum commands shouldn't be necessary, no. Can you get it to change action at all with Hit with Hitbox? Perhaps try a simple action, like tumble. Posting a screenshot of the move in PSA would help too.Ok, that hasn't been working. Do I have to add that position moving thing to it?
Ok, here's what I have.That's odd... momentum commands shouldn't be necessary, no. Can you get it to change action at all with Hit with Hitbox? Perhaps try a simple action, like tumble. Posting a screenshot of the move in PSA would help too.
Alas, it did not work. Maybe it's something to do with the timers? Or perhaps I need to add an if?Action 19 is "Land Disabled". You want action C, which is "second jump". There may be a different problem, but that's all I can see from here.
:/ According to my understanding, it should work flawlessy. So, absolutely nothing happens when you hit someone? Does Shanoa flinch or cancel the attack at all? I'm grasping for any explanation here...Alas, it did not work. Maybe it's something to do with the timers? Or perhaps I need to add an if?
I moved it to before and after. Alas, nothing. Is 0B the right requirement?:/ According to my understanding, it should work flawlessy. So, absolutely nothing happens when you hit someone? Does Shanoa flinch or cancel the attack at all? I'm grasping for any explanation here...
If anything, I guess move the Change Action up to immediately before the hitboxes.
It definitely is... maybe it just doesn't work with certain characters...? I don't know. Perhaps trying the 1st "Change Action" event (with the undefined value at 0) would have better results. I'm just guessing now. I could take a look at it for you at some point if you want to PM me the file, because really I want to know why this doesn't work.I moved it to before and after. Alas, nothing. Is 0B the right requirement?
Sorry I've been so sluggish... to be perfectly honest, most of the times I post I should be doing homework or studying for tests :/ That's why I've been putting off any real testing.Some things in this just have no visible explanation, such as my Captain Falcon problem. By the way, have you gotten any progress on that, Eldiran?
Ha, me too.Sorry I've been so sluggish... to be perfectly honest, most of the times I post I should be doing homework or studying for tests :/ That's why I've been putting off any real testing.
I noticed the Subroutine thing, I was actually going to ask about that, but I forgot. Thanks for the info about the Change Action command, when I put it in I think (It was a long time ago so I'm not sure) I was just trying a whole bunch of different things after nothing anyone was telling me would work.Anyway, I'm looking at your Falcon right now, and I can see a few things that would cause real problems. For starters, Subroutine 16E34 doesn't actually refer to a proper subroutine. That could cause crashes. Also, you have a Change Action here that goes to action "3F2CC". That's not how Change Action works... Actions are chosen from this list: http://www.smashboards.com/showthread.php?t=239768
If you wanted the Change Action to end the attack, you'd set the Action to be 0.
Are you using If 0B, or Change Action, req 0B?Ok, it's official.
Zelda hates my guts and isn't responding to Requirement 0B. By the way, is there a requirement list anywhere?
I'm using an If 08. However, it's completely plausible that I just screwed up. But rather than posting it again and asking for help right away, I'd like to ask something else. What are the RA bits? Like, is there a list on what they do and what all of them are? And is there a list of all of the requirements? I've searched for both, but only found bits and pieces.Are you using If 0B, or Change Action, req 0B?
In my experiences, Change action req 0B does not work, but using an If 0B does work.
0B is the correct req though.