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Is it possible to add angled aiming to link/toonlink's B move?

Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
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I'm completely new to PSA, but i would like to know if it's possible to change Link's B move (the arrow) to let you aim diagonally upwards. Do you code it like pit's upwards aiming? Don't worry about the animation part, i can make a rough version of that. If anyone could let me know, i'd appreciate it!
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Short answer: no. Every projectile is a different case and do something like this requires a experience basically no one has. Since you already animated it, you can try replacing the current animation with the ones you made to see if the article has anything related to the current bone rotation. If, due to a miracle, the trajectory changes automatically, good. If not, don't waste your time trying to do that.
 
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Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
Location
House
Short answer: no. Every projectile is a different case and do something like this requires a experience basically no one has. Since you already animated it, you can try replacing the current animation with the ones you made to see if the article has anything related to the current bone rotation. If, due to a miracle, the trajectory changes automatically, good. If not, don't waste your time trying to do that.
Thanks, its kind of a bummer i cant do that but at least it'll be a good experiment for TL.

EDIT: When i tested the replaced animations for the bow, the arrow did change trajectory. Pretty nice.
 
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Montimers

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Apr 26, 2015
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Seriously? That's impressive. This is the kind of thing that rarely works in brawl. You are very lucky. :)
 

Jmanthesmasher683

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Can you upload the psa?
Seriously? That's impressive. This is the kind of thing that rarely works in brawl. You are very lucky. :)
Well, there's one thing thats odd. while the arrow fires at an angle, they still don't go very far. my idea at first was to have the arrow fly at the same angle forever until it exits the map. If there's a way to change the properties so the arrow does not fall, that would be nice and then i can release it.
 

drogoth232

Smash Lord
Joined
Nov 28, 2011
Messages
1,072
Well, there's one thing thats odd. while the arrow fires at an angle, they still don't go very far. my idea at first was to have the arrow fly at the same angle forever until it exits the map. If there's a way to change the properties so the arrow does not fall, that would be nice and then i can release it.
There's always the article float point editor you could use.

TBH, I'm VERY surprised it worked. You're probably one of the luckiest people on the CC section for PM.
 

Montimers

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Apr 26, 2015
Messages
77
I was replying a more complicated thing, but that will do it. I never remember this floating point editor exists most of the time. Yeah, that was very lucky.
 

Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
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Yeah, it is. Brawlbox can edit float points to some extent, but teh Article Float Point Editor works with all PSAs as opposed to BBox possibly breaking the PSA file if it was edited in PSA.
i have a mac and while the program runs perfectly on wine, i tried to make the arrows go strait, and go forever but in-game they just go nowhere and kind of impale link and when i move the arrow dissapears. wish i knew variables better.
 

Montimers

Smash Apprentice
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Apr 26, 2015
Messages
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If you will be happier, there's nothing special to know about those variables. Like I said, every projectile is a different case. This is essentially trial and error. And what you make work for the arrow, not necessarily will work for anything else.
I'm saying this mostly because finding someone that can help you with this is very hard. Will have to be a person that already messed with the arrow, but unfortunately most people are lazy and don't try researching things on their own. You possibly know more about this already than anyone else that may post here.
 

Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
Location
House
If you will be happier, there's nothing special to know about those variables. Like I said, every projectile is a different case. This is essentially trial and error. And what you make work for the arrow, not necessarily will work for anything else.
I'm saying this mostly because finding someone that can help you with this is very hard. Will have to be a person that already messed with the arrow, but unfortunately most people are lazy and don't try researching things on their own. You possibly know more about this already than anyone else that may post here.
I will have to experiment more with the program, changing one variable and testing to see what that one does. Maybe i can make a toonlink AFPE reference with that.
 
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