Eldiran
Smash Lord
Remove ArticleHow do I get rid of an article that I don't want on the character at the moment?
10030100: 0-Article number
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Remove ArticleHow do I get rid of an article that I don't want on the character at the moment?
Uh, I just tried to test it, it doesn't appear to do anything, maybe I tested it wrong. So don't take my word for it until better testing has proved this right. ^^;;Someone test this.
Change Subaction to -1.
Its used multiple places in Fighter.pac, and in Fox's Final Smash.
I can't test this, someone tell me what it does.
So you found out, huh. ^^ Good, sorry I wasn't much help xPIt works. You have to input it as FFFFFFFF though, PSA won't let you use -1
It T-poses your character.
Its used in Fox's final smash.
The game T-poses him and makes him invisible and invincible until the Final Smash is over.
Make an if statement, set the requirement to "on ground" and have it change action to "0." I'd assume that'd override anything left to do once you hit the ground. If you want to delay it for landing lag at all just add a timer before "change action". =)I don't think you can use this to change the Pokemon from the pokeball item...
I'm making a recovery move that does not put you in helpless but you can only do it once in the air. I;m using variables to do this. While you can only do this once in the air, the second time you try, you won't do the move, but once you reach the ground, you'll still be in the fall action. How do I fix this?
No.Make an if statement, set the requirement to "on ground" and have it change action to "0." I'd assume that'd override anything left to do once you hit the ground. If you want to delay it for landing lag at all just add a timer before "change action". =)
Sorry, but summoning a specific Assist Trophy is impossible at this point.I'm making a PSA for Lucas and i've gotten stuck.
Taunts
Screne goes white no one can see for until you enter the air or for five secconds
Sleep to everyone
Summons Manophy
Currently I can't even get the screne to change color for the first one I've treid looking at MK's final smash but it didn't help
Only the user falls asleep which I wanted to happen but I can't get the other people to fall asleep I took a working sleeping attack that I made and just increased the hitbox size to the max it could be and it does not work
And as for summoning manophy and that does not work at all. I did get it to summon an assist trophy. Is this possiable to even do?
Sorry, but summoning a specific Assist Trophy is impossible at this point.
I am afraid I don't know how to change the screen color.
Your sleeping attack should work, though... if you could get a (cropped) screenshot of the collision data in PSA I could probably tell you what's wrong with it.
Okay. For starters, please download the newest Project Smash Attacks (or at least version 0.2.1). The old version deals in funky values that makes everything confusing. If you want the latest version (which is slightly less stable than 0.2.1) here's a link: http://www.mediafire.com/?32qlym3tcjlWell here's what it looks like
http://s674.photobucket.com/albums/vv109/Yoshi6852/?action=view¤t=sleepattack.jpg&newest=1
Good news and bad news. The good news is I can now make it so the enemy fall's asleep. The bad news is the user no longer fall's asleepOkay. For starters, please download the newest Project Smash Attacks (or at least version 0.2.1). The old version deals in funky values that makes everything confusing. If you want the latest version (which is slightly less stable than 0.2.1) here's a link: http://www.mediafire.com/?32qlym3tcjl
The only thing that seems visibly wrong with your hitbox is that that size is absurdly huge. After you upgrade (so we are both dealing in the same units) try 4000. That is a nice, reasonable, all-encompassing size.
If that doesn't work, try making it so that the offensive collision deals 1 damage.
If that doesn't work, put a Synchronous Timer = 1 frame right after the offensive collision.
...oh yeah, that works too...my way sounds silly now xPNo.
Change Action 0, Requirement: On Ground.
@Zarato: You also have to make sure that you can hit the opponent with both hitboxes. Put one hitbox, then a timer, then Terminate Collisions, then the next hitbox.Yes, you'd need two different offensive collisions where each has it's own element.
yeah, sorry about that. I didn't know where to ask so i asked in a couple of places. I figured something out, so thanks for your help.@Zarato: You also have to make sure that you can hit the opponent with both hitboxes. Put one hitbox, then a timer, then Terminate Collisions, then the next hitbox.
Also, it'd probably be better if you posted in only one thread.
Set Loop Infinite:
04070100: 1-2
Loop Rest
Execute Loop
04070100: 1-2
Oh, my bad. I just remembered why this isn't working for you. The "Run" animation's speed is tied directly to how fast the character is going -- as such, you can't edit it using the Frame Speed Modifier. If you really want to change the speed of his running animation, you're going to need to edit the aniation in BrawlBox and add or remove some frames.Really? I put 04070100: 1-2 in the running subroutine under main and it didn't work. I'll try it again, though.
EDIT: It didn't work.
Here's what I did:
Here's a pic of what it is now:
- Went to the Running sub action
- Removed what I had before
- It's completely empty now
- Added the speed modifier
- It should be 04070100, right?
- Double-clicked it
- Changed parameter 0 to scalar
- Then typed 2 in the text field
- Clicked 'OK' and then instead of being 04070100: 1-2 it is 04070100: 1-1D4C0
That I know of. You may run into similar problems with the Walk animations though.Thanks for letting me know. Is running the only thing that is directly tied to anything?
Flags determine priority, sound effect on hit, and element, among other things. Basically, just find a hitbox that has similar effects to what you want, and copy its flag.Does it matter which flag I copy? I'm going to guess that if I were to copy the SpecialN flags instead of Attack11 flags it would be different.