.Fade
Smash Journeyman
- Joined
- Jul 27, 2009
- Messages
- 345
SquatRv is getting up from the squat.Jumped.
Jab did 10%.
Crouched.
Jab did 10%.
Unless I put the crouch on the wrong animation (SquatRv right?), this doesn't seem to work
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SquatRv is getting up from the squat.Jumped.
Jab did 10%.
Crouched.
Jab did 10%.
Unless I put the crouch on the wrong animation (SquatRv right?), this doesn't seem to work
I peronsally told you about Mono about 50 times.Dunno if this belongs here, but...
Running PSA more or less natively on mac.
http://www.mono-project.com/Main_Page
Go there, download mono for mac. It will install the .net framework. Then, go to the application Terminal. You will need to use the cd command to get to your desktop.
cd /Users/<yourusername>/<directory where smashattacks.exe is, starting from your user home. for desktop for example just /desktop>
mono SmashAttacks.exe
That structure will work for most people, AFAIK. Go to terminal. Copy the above two commands into a text file, then edit the brackets to whatever the directory is for your Smash Attacks .exe and SmashAttacks.exe to whatever your smash attacks is called.
Once you're done with making sure the directory and file name are correct, just paste the two commands into terminal and boom, SmashAttacks.exe should start automatically and stay open as long as the terminal window is open. If that fails, enter them one by one manually.
BTW, thanks TSON for telling me about mono.
Will this make it so he holds the item first?Generate Article, Drop Item
is that for both grounded and air footstools?No clue.
Getting footstooled is StepPose
once this can be found out, it will likely solve the grab glitch with waluigiBut for now, does anyone know what part of a catch collision determines the bone?
In attributes, right under weight.Anyone know how to change a model's size in PSA?
That reminds me, I should post some of the info Magus420 gave me a while back regarding Special Offensive Collisions.According to Kirk (Don't credit me for this), Undefined 1 of Special Offensive Collision controls how many additional times this hitbox hits. If it says 7, then it will hit 8 times. You usually don't see this used much outside of articles, and there seems to be something that controls the percentage inside of it as well.
If I remember correctly, the xx of xx4FFC# was a number that set a special amount of hitlag. Whether this number sets the hitlag amount, or multiplies or divides it, is unknown.Magus420 said:(On the 2nd Special Offensive Collision) flags, I know that xx4FFFC0 allows reversible KB as normal, but xx4FFFC3 and xx4FFFC4 don't. Don't know the specifics here either.
On the 1st set of SOC flags before that one, it sets the refresh time of the hitbox (to not refresh it has 00000000). If for example it's set to 8, the hitbox will refresh itself 8 frames after the last time it hit the target and be able to hit them again as long as the collisions haven't yet been terminated. If the hitbox were out from frame 10-36 and hit them on frame 10 to start, it would hit on 10, 18, 26, and 34. If it 1st hits them on 14, it'd hit on 14, 22, and 30.
Not quite. The value is a number of frames that the collision will loop under.According to Kirk (Don't credit me for this), Undefined 1 of Special Offensive Collision controls how many additional times this hitbox hits. If it says 7, then it will hit 8 times. You usually don't see this used much outside of articles, and there seems to be something that controls the percentage inside of it as well.
Close enough ;oNot quite. The value is a number of frames that the collision will loop under.
For example, if the value is 5, after the collision hits for the first time, it will hit again 5 frames later, and keep doing so, kind of like an infinite loop. Setting this to zero will have the collision only hit once.
Well, guys, i has done mah research, and found the answers!Hey, awesome discovery guys.
In a catch collision, if you set parameter 6 to 41, odd things happen.
First, the one who was supposed to get caught (let's call him 2P) is not caught. He can move around as if he was never caught. The one who was supposed to catch 2P (let's call him 1P), however, is in CatchWait. If you try to pummel as 1P, he'll do the pummel, but nobody will get hurt unless they're next to him. But if 1P does a throw, 2P warps next to him and is thrown like normal.
But if 2P hits 1P, 2P takes around 2% damage and 1P releases him from the "grab" and takes normal damage. But then, 1P cannot grab again for the rest of the brawl.
I've only done this with Sonic, and I'll test some more later.
If this is true then that is soooooooo awesome!Well, guys, i has done mah research, and found the answers!
Parameter 6 controls which action your opponent goes into.
This could be AWESOME!
We could make them enlarge or shink,
hop at our whims,
shrink their heads, or finally...
MAKE AN INSTANT KILL MOVE!
do they? I thought they could be used elsewhere. can someone test it?Aw bugger. Catch collisions don't work outside of the regular grab subactions, do they.