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211  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 29, 2011, 07:18:03 AM
    Ok you can do the frame speed modifier thank you
Can you send the PSA file to me?
212  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 29, 2011, 06:28:33 AM
ok ill try the frame thing im still learning psa but you guys could do everything else right?
'yeah we can do everything else.
if you want me to i can do the Frame Speed Modifier code for you.
213  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 28, 2011, 07:44:37 PM
Don't suppose i could make a request.

http://forums.kc-mm.com/index.php?topic=24759.0

Whenever you have the time. I would love to finally have something over Snake.

Alright we will see what we can do!
214  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 28, 2011, 02:41:41 PM
Hey guys could you revamp these animations i need the animation to be longer/slower and the ones where he is trying to touch the groung i need him to touch the ground  Grin

http://www.mediafire.com/?duej8zfb288mu2d

http://www.mediafire.com/?rkb9rzx711nf8j2

http://www.mediafire.com/?o8wp6sqa70lq4ll


http://www.box.net/shared/2qo7rvmoatz66vr19grv   gaara texture

could you guys make this wait one for him 

Thank you for the assistance







Ok kool! since this is animation editing many of us, including me can work on it.
BTW for the animation speed, couldnt you just use the "Frame Speed Modifier" code in the PSA?



Hell yeah you can!@thepika98
XD
ILL Tell the Captain about this so he knows we have a new member.
215  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 28, 2011, 06:26:46 AM
im gonna need some help gaara ill post the help that i need is that cool?
yeah alright.
216  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 27, 2011, 06:11:32 PM
oh. it looks like you posted it already.
i dont know anything in the field of model editing/replacing but im sure other team member can look into this.
come on guys we need to step it up!
217  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 27, 2011, 05:30:39 PM
yeah go ahead XD!
218  Help & Tutorials / A/A Tutorials / Re: Multi-Moveset Making guide XD(Updated) on: September 27, 2011, 06:27:55 AM
yeah ill add how to do that when i get home. im at school.
219  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 26, 2011, 03:00:27 PM
good work dark wolf. you can start the cream request.
220  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 24, 2011, 03:38:23 PM
we are still working on it
221  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: DARKW0lf's hack thread Knuckle joe progress needs team! on: September 24, 2011, 07:49:55 AM
dude Darkwolf.
U know you can ask the Legacy Rising team members to help, you know.
Its one of the main reasons the team was put together
222  Help & Tutorials / A/A Tutorials / Re: Multi-Moveset Making guide XD on: September 21, 2011, 02:41:31 PM
I dont think you can add subaction space to an PSA file
223  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 21, 2011, 02:11:22 PM
Hmm sounds Do-able XD ok then we will work on it
224  Help & Tutorials / A/A Tutorials / Damage and Taunt Activated Multi-Moveset Making guide XD(Updated) on: September 20, 2011, 03:30:10 PM
Thread is Self Explanatory.
This is a guide for those of you who want to know how to make multi movesets.

Ok! this is a guide to making Taunt activated Multi-Movesets

Useful link: http://opensa.dantarion.com/wiki/Variables#References

1.The 1st thing you need to do is go to the taunt that u want to activate the secondary moveset. Taunt Sub action id's are; Up taunt:(Facing right:1BC,Facing left:1BD)
Down Taunt:(Facing right:1C0,Facing left:1C1)
Left or right taunt FACING RIGHT(1BE)
Left or right taunt FACING LEFT(1BF)

2.Click Add then double click the Nop/No Action/No Event (Depends on which version u have.)

3.Click change and change The Nop/No Action/No Event to a "Bit Variable Set"

4. In the window you will see a Box Called "Parameter:" with the word "Variable" in it
Click on "Variable"

This should be the set up u see:

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 0-->(Drop down arrow)

Now! We will use the "LA-Float" Bit Variable here. i dont think it matteers whitch one u use; The RA, IC ,or LA( Basic,Float or Bit).

5.Ok! so, Now we will set the Variable  to access the second moveset
I normally use the "LA-Float" when making secondary movesets but u can use The RA,or IC( Basic,Float or Bit) to.

To start you off with this we will just use LA-Float.

This is what u need to change the set up to:

Type: Variable-->(Drop down arrow)

Memory Type:
Runtime Longterm-->(Drop down arrow)

Type: Float-->(Drop down arrow)

Variable #: 74-->(Drop down arrow)
(Note: u can use any Variable number [1-999] but there are some numbers that already have a function such as LA-Float variable #'s;(3,4,7,8) theses u dont use for multi movesets. here i just put 74 for an example)

When you click done it should look like this: Bit Variable Set: LA-Float[74]=true
                                                                                                   ^^^
                                            (the number should say wut ever you put for the Variable #)  
                                                                  
Ok now that thats done this is what u need to do:
in each move you need these 3 events
- If:Bit is Set: LA-Float[74]
- Else:
- End If

The code for your second moveset goes in between the If:Bit is Set: LA-Float[74] and the Else:
EX:

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
            Asyncronus Timer: frames=12
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
            Asyncronus Timer: frames=12
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
End If:






6.Say if u wanted Marths Down tilt to have a fire Flag on the second moveset this is wat u would do:

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
            Asyncronus Timer: frames=12
            Offensive Collision:(Fire flag)
            Offensive Collision:(Fire flag)
            Offensive Collision:(Fire flag)
            Offensive Collision:(Fire flag)
            Offensive Collision:(Fire flag)
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
            Asyncronus Timer: frames=12
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
End If:

And finaly, the last thing U can do is accessing a diffrent subaction for a secondary moveset. for an example, taking Ikes Up-Smash and puting it for his secondary moveset,over his
Up-tilt.

What u do is put this in Ikes up tilt(Sub Action 54):

If:Bit is Set: LA-Float[74]<-------------------------(Secondary movset code)
            Change SubAction: sub Action=5D
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
            Asyncronus Timer: frames=12
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Offensive Collision:(Normal default Slash flag)
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
End If:


Now this is what you put in the taunt u want to use to return to your default moveset:
Bit Variable Clear:LA-Float[74]=false



Damage activated movesets

This is a bit easier to do.

Step 1. Add a If(The third if) and for the parameters this is what u put:
Requirment
Click requirement and in the area to the right for the
Type:Requriement--(Drop down arrow)[Leave as it is]
Requirement:
00--(Drop down arrow)[Change to "Compare"]


Variable

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 0-->(Drop down arrow)

This is what u need to change it to

Type: Variable-->(Drop down arrow)

Memory Type:
Internal Constant-->(Drop down arrow)

Type: Basic-->(Drop down arrow)

Variable #: 2-->(Drop down arrow)

Comparison Meathod

Just put "4" for the "Value"

2nd "Variable"

This is the amount of damage u want ur 2nd moveset to execute at.
Change it to Scalar
Coding Example:

If Compare:IC-Basic[2]>= 100 <-------------------------(Secondary movset code)
            Asyncronus Timer: frames=12
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
Else:
(This is the code for your Default/Start off moveset. Default moveset coding always goes after the last else in ur PSA)
            Asyncronus Timer: frames=12
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Offensive Collision:
            Syncronus Timer:Frames= frames=4
            Terminate Collisions
            Allow Interruppt
End If:


Thats all XD if you have any questions PM me XD

This is a download able text file of it just in case ur internet is down and u need a glance at this:
http://www.mediafire.com/?x7d2bycauwwpcdd
225  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KCMM Hacking Team: "Legacy Rising"(Now taking requests) on: September 20, 2011, 02:53:46 PM
i want to change my strongest too porting and PSA
Ok doing it now XD
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