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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Sonic PSA for Brawl & Project M on: November 05, 2016, 05:40:53 AM
I guess it's over wolf.  I have to check it out sometime.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Sonic PSA for Brawl & Project M on: November 01, 2016, 04:35:51 PM
Would this work for normal brawl?
3  Help & Tutorials / Help / Re: They've ignored and foget about my articles. Please help! on: October 30, 2016, 05:38:32 PM
That's how things sometimes work around here.  I know I made two posts that have not received a response either.  My suggestion is that you repost your posts again and try again.  Maybe somebody will take notice if you keep posting the same request.

I am new to editing, so I can't take on any of your requests.  Just also remember that people do have lives outside the forum and brawl: don't get too upset that no one has replied.  Just try again.
4  Help & Tutorials / Help / Deflecting on: October 03, 2016, 02:20:43 PM
Moves like Fox's down special are capable of deflecting projectiles.  How is this done?  I am not sure if it is done by flags or a defensive collision.  If it is done by flags, than what is the value?
5  Help & Tutorials / Help / Re: Bit Variables on: October 03, 2016, 02:17:34 PM
It worked.  Thanks a lot!
6  Help & Tutorials / Help / Re: Which Timer? on: October 03, 2016, 02:16:57 PM
Thanks.  I mostly stick to the asynchronous timer as I use brawlbox as a source when editing the psa.
7  Help & Tutorials / Help / Which Timer? on: October 02, 2016, 12:09:54 PM
I understand that the asynchronous timer counts down from the start of the animation, but when you are using a timer in the animation (example: after created offensive collision or making the body collision intangible) are we supposed to use the asynchronous or the synchronous timer?  I have looked at various animations in the PSA, and I am still not sure which timer to use.  Synchronous starts after the event, but couldn't I just use the asynchronous since it keeps track from the beginning of the animation?  Any thoughts?
8  Help & Tutorials / Help / Re: Bit Variables on: October 01, 2016, 09:22:29 AM
Thanks!  I'll try giving it a shot.
9  Help & Tutorials / Help / Re: Bit Variables on: September 30, 2016, 04:42:42 PM
Just wondering: if you take the bit-set variable out of the aaa combo, will it then fail to execute?  I changed the second a to be a sweepkick so I just copied the down tilt data into its place, but there was no bit variable set.  In game, I can execute the first and second a in the combo, but I can't execute the final a in the combo.  I assumed it had something to do with the bit variables as the previous pac used a bit variable set in the first and second a combo.  Do you think this has anything to do with variables?
10  Help & Tutorials / Help / Bit Variables on: September 30, 2016, 02:19:18 PM
In PSA, I have a couple of attacks that won't respond, and I believe it has something to do with bit-variables.  What are bit variables, and how am I to properly set and clear them?
11  Help & Tutorials / Help / Re: Facial features on: September 30, 2016, 02:17:59 PM
Any idea how to find these visibility bones?
12  Help & Tutorials / Help / Facial features on: September 29, 2016, 09:25:38 PM
Is there a way to change the facial expressions of the character in brawlbox?  I know I can mess with the mouth bone a little bit, but everything else (eyes especially) don't seem to have a bone attached.  Is it possible to move other parts of the face?

The characters I have tried this with are Sonic and a mod over Fox.
13  Help & Tutorials / Help / Re: Characters on: September 26, 2016, 08:02:08 PM
If you want a new character from scratch, you may try posting the request in the model imports.  I have no idea how to deal with models: I am still only messing with animating and psa.  If it is a character that already has a model on brawlvault, than what do you want done?  I'd suggest requesting your characters so we can see if we have any models to work with.

Post Merge: September 26, 2016, 08:03:25 PM
If you want a new character from scratch, you may try posting the request in the model imports.  I have no idea how to deal with models: I am still only messing with animating and psa.  If it is a character that already has a model on brawlvault, than what do you want done?  I'd suggest requesting your characters so we can see if we have any models to work with.
14  Help & Tutorials / Help / Re: How to give a character another character's attribute? on: September 26, 2016, 07:57:09 PM
First thing first, you would need to download PM Toon Links motionetc pac file.  Open Brawlbox with Ness fitpac00 and load the toonlink motionetc pac file.  Look for link's down taunt and play the animation.  If the animation flows nicely, then you can export the animation and use it to replace Ness' down taunt or other animation.

As for the bottle, it is an object.  I haven't gotten far enough to know how to add or remove objects from a character's pac.  Sorry.

For the healing, I'm assuming you will have to use PSA to edit the healing factor.  I never messed with healing, so I can't help you on that one.
15  Help & Tutorials / Help / Re: Brawlbox file confusion on: August 29, 2016, 08:31:17 PM
No sweat!  I have been messing with my Sonic psa tonight, and I think I answered my own questions:  you use the fitcharacter00.pac file to preview the character (and to load the animations) while Smash Attacks needs the fitcharacter.pac file to edit the moveset.  When done with the moveset, you have to save the file as a fitcharacter.pac otherwise you will lose your data (which already happened to me, duh!).  After that, put your fitcharacter.pac and the fitcharactermotionetc.pac you changed animations with into your sd card.  Right now, I just have to fix things and work more with the two programs.
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