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From the code KC just posted, random techs, and a combination code that swaps between combo/survival DI. Its sweet.Are those random techs? And is it random DI or certain combo DI/survival DI?
Isn't it tho.avoiding the nightmare that is the recovery of ZSS .
if CurrAction >= 51 &&CurrAction <= 51 &&FramesSinceShield > 1
Button R
endif
?__?SCDBottom in between recoveries
I could throw one together for you if you want.my wavelanding code is set up it should work, but its kind of just failing horribly.
My bad, completely screwed up with my grammar. I'm alternating between improving recoveries and working on wavelanding.?__?
what do you mean between recoveries?
That's all right, mine by all rights should work (and worked amazingly well in the past, except for not using certain platforms on certain stages), I just made some sort of typo somewhere or misused SCDBottom so it isn't working.could throw one together for you if you want.
That's sweet!There are only two options right now. Are you in front or behind the cpu?
I haven't matched these options to each and every character, only just fox.
As this is more of a proof of concept until i finished at least one character.
Afterwards i will be asking for suggestions on individual characters.
The reason why i'm building it like this is so that its systematic.
Making it easy for me to copy paste the complete system to another character and just make the corrections, or changes needed.
http://www.reddit.com/r/SSBPM/comments/3r5enh/oos_option_speed_tier_list/Could you give me the link??
I tried for a short time to work on OOS options and eventually stopped, based on all the modifications you had to do to 3000-30B0 in Bowser and Fox its pretty complicated. Here's my view on how OOS options would work ideally:It gives me something to look for, the fastest isn't necessary the best option but it a good start for sure.
If it was more detailed like including the top five attacks per character would have been better.
For example grabs are mostly only supposed to work when you in front of them, but what about behind?
I guess i can use this list for all front option though...
All I've done so far is make her less reluctant to use her side-B to grapple to the ledge. I'm putting off adding in the down-B part of the recovery. It doesn't help that my ZSS is trash.ZSS recovery is so strange, it seems like the wackiest to program AI with.
I've gotten pretty good at reading the recovery routines now, and I'm pretty sure the issue is (partly) that ZSS tries to be under the stage, but plasma wire won't snap to the ledge if you're under the stage, leading to SDs. Not to mention it doesn't use down-B at all, the tether code is terrible and tells her not to recover sometimes (I already fixed that, luckily), and the CPU likes to go offstage all the time.ZSS recovery is so dumb, don't how it even works half the time.
That is an excellent question! ...which I do not know the answer to. I'm like 90% sure that theirs was not coded in the same language, especially based on the way some of the edgeguarding routines look. One of them doesn't use multiple variables, it just resets the same exactly variable literally dozens of times throughout the code, which doesn't speak to me as great coding methods.Probably ignorant question: would the Nintendo team have coded AI using the same language in AIScriptpad? As in, are you guys tweaking AI the same way and they just had more knowledge, or did they have another level that let them do more or generalize more? Like is AIScriptpad a creation that modifies routines in a unique way or does it do the same thing they probably did?
KC would know better than I, since he actually knew Bero. I just worked off Bero's instructions/tutorial. I'm completely shooting in the dark, may be 100% wrong.Sothe person who made AIScriptpad create a new language that successfully alters the code? That really impressive.
Thanks! I frankly just figured out how to make this possible, and I'm doing it by reading the frame of animation that the opponent is on (yay for 3.6's normalized getup invincibility!). I think if I just increased the grab frame it would be a lot more human, as well as actually escapable through buffering rolls and such. This was just to see how good I could make a CPU if it flat-out abused things that human's can't do.That video was cool!
Can you edit the routine so the reaction time is increased to make it more human? Or is there really any point, it's not much of a training tool to get tech chased by human-perfect reaction. Your call, but imo it would be sufficient for Uthrow chains to sticky.
I'm pretty much just working on buffing CPU recoveries right now, and I actually already made Lucas tether by stealing some code from Samus (I'm not familiar with magnet turnaround, What is that?). If you look in the OP link, I've got a folder filled with .txt copies of the recovery code, as well as a changelog of what I've added to each so far. I'm thinking about pushing out a pack, since I've got a lot of random unreleased stuff that could be interesting.Can you make an add-on that's like your whole pack? Like whatever you've worked on so far that you're happy pushing out?
So excited about ZSS. Video? You know me, I'm always hungry for your stuff.
Can you make Lucas use his Magnet to turn himself around and then tether to the ledge? He doesn't use his tether at all, and sometimes he'll Up B and overshoot the angle, for example instead of recovering at a 60 degree angle from the bottom left to the stage, he'll do like a 100 degree angle and kill himself.
Also making him do frame perfect multi magnets on shield would be dope ^_^
Pikachu will also kill himself with single QA that goes to the height of the ledge but too far away, and then falling to his death.
Sounds awesome!I'm pretty much just working on buffing CPU recoveries right now, and I actually already made Lucas tether by stealing some code from Samus (I'm not familiar with magnet turnaround, What is that?). If you look in the OP link, I've got a folder filled with .txt copies of the recovery code, as well as a changelog of what I've added to each so far. I'm thinking about pushing out a pack, since I've got a lot of random unreleased stuff that could be interesting.