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PSA Bone/ID Limit??

TallgeeseIV

Smash Rookie
Joined
May 15, 2011
Messages
14
Location
Manassas, VA 20109
So, I have a character in PSA with an attack with 10 offensive collision objects. I can't find a guide anywhere that says what the limit of unique ID's is... Before, I had all the ID's I added as 0's because I didn't realize it mattered yet. Now I have 10 unique ID's and the game's crashing when I use that move.

I narrowed it down to this specifically. To test it, I went back to an old version with all 0 ID's and tested it and it worked. Then I made a copy of that file and changed one basic attack's ID's to all being unique, 1-10 (well, 1-A in hex) and the game crashed upon using the attack.

So... Is there a limit? I would have thought 0000 through FFFF would be fine...

Or maybe they can't overlap???

Please help!
 

Eternal Yoshi

I've covered ban wars, you know
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OK. ID's are exclusive to their subactions and the number should be dependent on the number of hitboxes in that subaction.

In your example since you have 10 offensive collisions, the Ids should be this:
0
1
2
3
4
5
6
7
8
9

If there are 2 hitboxes with the same ID, they will not spawn correctly.

If it's still freezing, check the bone IDs.
 

TallgeeseIV

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May 15, 2011
Messages
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Location
Manassas, VA 20109
Ah, technically I had 11 ID's, (I forgot to count 0) I just tested 0-9 and it works, looks like ID numbers over 9 are freezing it.

And how do I know how many hitboxes there are in each subaction? I don't see that anywhere...

OOH, Hitbox and Offensive collision are the same thing? http://www.smashboards.com/showthread.php?t=258326

to quote "- Bone/ID: The bone is where the hitbox is and the ID is just the name of that hitbox (to differentiate between another hitbox). All hitboxes are circular, so that is why some moves have more than just one hitbox; to be more precise with the hitbox."

Why are they sometimes called hitboxes and sometimes called offensive collision bubbles/objects...? Hitbox just easier to say?
 

TallgeeseIV

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May 15, 2011
Messages
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Ok, here's one for you. I just finished redoing all the attack hitboxes with ID's 0-9 and it didn't crash the game, however, when the enemy is up close to my character, i can't hit them, can you take a look at this screenshot of my PSA setup for the basic A attack? Maybe it'll make complete sense to you why my attacks would go straight through at really close range.

PS: this is for a custom Sephiroth moveset, his sword is 27 units long, so, that's why it's like this...



EDIT: The forum's formatting is shrinking it, right click -> view image if you're on Firefox, dunno the controls of any other browers but i'm sure you know what you're doing, haha.
 

Eternal Yoshi

I've covered ban wars, you know
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Check your bone IDs. The bone IDs have to be inputted in hex.

The IDs you have currently point to bones that don't exist.

I have to go to sleep, but if you don't quite get it, use the same Bone ID's the default Marth hitboxes use.
 

Toomai

Smash Ace
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If you don't mind being a guniea pig for a moment, this is a good time to test the Stretchy ability of special hitboxes. Try replacing hitbox 9 with a special hitbox (06150F00) with the same parameters, as well as a rehit rate of 0 and a special flags of 004FFFD0. Then get rid of all the hitboxes from 3 to 8 (and number the special one 3).
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
Yes there is a limit on how many hitboxes can be out there. No, I don't remember the exact amount, but magus posted it a while ago.
 

Magus420

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You can only have 5 hitboxes at a time. If you try to make more than that only the last 5 created will be there. Only hitboxes 5-9 would exist in your example which is why it doesn't hit close up.
 

TallgeeseIV

Smash Rookie
Joined
May 15, 2011
Messages
14
Location
Manassas, VA 20109
You can only have 5 hitboxes at a time. If you try to make more than that only the last 5 created will be there. Only hitboxes 5-9 would exist in your example which is why it doesn't hit close up.
OHHH, perfect, thank you very much Magus, that makes total sense now.

So it looks like the limit the game will tolerate before crashing is ten but it will only generate 5... good to know.

If you don't mind being a guniea pig for a moment, this is a good time to test the Stretchy ability of special hitboxes. Try replacing hitbox 9 with a special hitbox (06150F00) with the same parameters, as well as a rehit rate of 0 and a special flags of 004FFFD0. Then get rid of all the hitboxes from 3 to 8 (and number the special one 3).
I'll give that a shot. Is there an updated parameters and eventsyntax list explaining this one? I'm not sure my PSA recognizes that. It might, but I'm working right now and can't find out. I have the latest one available in the PSA collaboration thread.

EDIT: Oh, I have another question, what's the deal with some of the vanilla attacks having an X, Y or Z offset of "71581.29" Is that actually necessary for something???
 

Toomai

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Special hitboxes have the exact same parameters in the same order as regular hitboxes; they then have two more parameters of rehit rate and special flags.

PSA showing a number in the 71,000-range for things like position is a bug; it should be showing a negative number. You have to take the number and subtract 71582.79 to read the correct value. To input a negative number, you have to do the opposite - take your numbers (like -4) and add 71582.79 to get what you have to put in. (Or something. I haven't used PSA in a very long time. Too outdated for me.)
 

TallgeeseIV

Smash Rookie
Joined
May 15, 2011
Messages
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Location
Manassas, VA 20109
Special hitboxes have the exact same parameters in the same order as regular hitboxes; they then have two more parameters of rehit rate and special flags.

PSA showing a number in the 71,000-range for things like position is a bug; it should be showing a negative number. You have to take the number and subtract 71582.79 to read the correct value. To input a negative number, you have to do the opposite - take your numbers (like -4) and add 71582.79 to get what you have to put in. (Or something. I haven't used PSA in a very long time. Too outdated for me.)
Ah, thank you. What do you use if not psa?

:phone:
 

Toomai

Smash Ace
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I use OpenSA2. It can't edit files, but it can open all Smasher-based files correctly as well as their articles. To edit I use Hex Editor Neo.
 
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