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thats always been one of olimars problems becuase he uses pikmins to do everything for him :S but i think there is a way to make him trow without pikmins also i cant wait for a beta becuase bomberman should have been in brawl since the begining xDThanks I got it working already, now I'm having trouble with the grabs though.... I made him grab just fine but it just freezes when I try to throw...
http://www.smashboards.com/showthread.php?t=243626There is a condition for the If statement that works if a hitbox connects. If 0B. However, it has some drastic limitations. Say you have the following code:
-Asynchronous timer 4
-Offensive Collision
-Synchronous timer 10
-Terminate collisions
-If 0B
--Stuff
-End If
Will this work? No, of course not. There are some very irritating drawbacks about 0B.
First: 0B will only react with a Special Offensive Collision. It won't do anything if it's a normal hitbox. Which is a shame, because SOCs are annoying to use. So you do this...
-Asynchronous timer 4
-Special Offensive Collision
-Synchronous timer 10
-Terminate collisions
-If 0B
--Stuff
-End If
Still won't work. If 0B is very finnicky. It won't check the whole subaction, it'll only check the frame it's activated. So basically, that code will check if you hit with the hitbox on frame 14, and ONLY frame 14. If you hit with the SOC beforehand, you didn't hit with it on frame 14. Tough break. If you want to use 0B effectively, you have to put it on all frames until the hitbox terminates. So say you want a move to be interruptable as soon as you hit with it. The code would probably look something like this:
-Asynchronous timer 4
-Special Offensive Collision
-Set Loop 10
--If 0B
---Allow Interrupt
--End If
--Synchronous Timer 1
-Execute Loop
-Terminate collisions
That will check for a hit on all 10 frames where the hitbox is out. Normally, if you want it to check every part of the move, you should probably put the 0B in the "Other" tab of the PSA subaction.
For an example of this, look at Captain Falcon's sideB. If the SOC in the subaction connects, you get the uppercut. Otherwise, the flop.
EDIT:
0B actually can check for normal Offensive Collisions. However, sometimes it doesn't work for no reason... at these times, try putting the If: 0B in the GFX tab. That usually makes it work (again for no reason).
Have you given the hitboxes flags? As in a proper working 8 digit set of flags?The special tabs, completely revamping or changing or just generally working with the special tabs. Not the sub action tabs for the specials but the actual special tabs. Don't understand em at all.
And as far as the smashes go, they just dont want to do what I tell them to do. I add collisions to various bones I animated and the hitboxes just dont want to appear. they'd work on any other character but not Olimar. I even tried changing the ID's of the collision bubbles but it didnt help at all. It actually got rid of the few hitboxes I got to appear.
Olimar is difficult to work with =.=
That breaks my shield .The final smash glitch will be addressed when the specials are figured out and you can shield the pikmin in the beginning. This is still a very early build.
For the record I also like how b and side work together and would be fine if you left it like that
There's a bit somewhere in there that controls whether a hitbox can hit aerial foes, grounded foes, both or neither. Basically, at the moment because you only have 2 digits, this bit is set to zero (i.e. it hits neither aerial nor grounded enemies). I recommend copying and pasting a working 8 digit flag set, then change the last two digits to the explosive flags.I wasn't using 0B at all. I was just mimicking what brawl minus did with the 15 - if article exists. It just doesn't want to work for me though. At first it worked but only allowed one hitbox to actually show up and then as I tried more and more different settings, it just stopped working altogether. Not sure what happened but its a bit of an issue. I'm more worried about getting the specials to do what I want.
@SDo0m
No, I just made the flags say to give an explosion effect. It was working pretty well until the hitboxes stopped showing up. What are the problems with only using 2 digits?
Thats odd, the other attacks are set up the same way and they work just fine. I'll go ahead and try that though, thanks.There's a bit somewhere in there that controls whether a hitbox can hit aerial foes, grounded foes, both or neither. Basically, at the moment because you only have 2 digits, this bit is set to zero (i.e. it hits neither aerial nor grounded enemies). I recommend copying and pasting a working 8 digit flag set, then change the last two digits to the explosive flags.