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Author Topic: Essential PSA Information  (Read 179835 times)
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SonicBurstX
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« Reply #135 on: August 17, 2009, 04:12:32 PM »


Does cape mean reflect too, trying to get sonic to reflect
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Shadic
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    « Reply #136 on: August 18, 2009, 02:52:03 PM »


    For Move Character - The forth attribute (You say to set it to 1) determines if this stacks with the character's current momentum, I believe. If you set it to zero, it'll stack ontop of whatever the player was currently doing, and if you set it to 1, it forces the character to move in the manner set in the above attributes.
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    ¤TreK
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    « Reply #137 on: August 20, 2009, 01:44:13 PM »


    Thanks for the info Shadic ; this is exactly what I needed.
    Are we still supposed to uncheck "moves character" in the animation flags when the fourth parameter is set to 0 ?
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    Untouch
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    « Reply #138 on: August 21, 2009, 04:13:05 PM »


    Just found out how to make attacks moveable on the ground.

    In the action change set AIR/GROUND to 0.
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    Ice God64
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    « Reply #139 on: August 21, 2009, 04:57:25 PM »


    And now my Mario Tornado works on the ground! Yay!
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    Untouch
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    « Reply #140 on: August 21, 2009, 05:14:30 PM »


    I don't know why they did that but thats how you fix it lol
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    kirbys246
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    « Reply #141 on: August 22, 2009, 10:50:39 AM »


    anyone know the sub action ID for ness's up smash. Im trying to swap ness's up smash hixboxes for zeldas up smash hitboxes. I already tried 5D and Ness's up smash is still hitting the same.
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    UMOP
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    « Reply #142 on: August 25, 2009, 10:39:50 PM »


    Just found out how to make attacks moveable on the ground.

    In the action change set AIR/GROUND to 0.

    That gives the player directional control, and only allows horizontal momentum. Setting it to 10 (A in hex) allows horizontal movement via the Move Character command without giving directional control to the player. If anyone can find a way to allow vertical movement as well, I'd be grateful.

    EDIT: Adding the code 08000100: 0-5 allows you to get vertical movement.
    « Last Edit: August 26, 2009, 09:07:51 AM by UMOP » Logged

    Ice God64
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    « Reply #143 on: August 26, 2009, 12:47:18 AM »


    anyone know the sub action ID for ness's up smash. Im trying to swap ness's up smash hixboxes for zeldas up smash hitboxes. I already tried 5D and Ness's up smash is still hitting the same.

    All characters have the same up-smash sub-action ID. The only one I remember by heart is that 66 is Dair.
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    Finman702
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    « Reply #144 on: August 26, 2009, 01:25:52 AM »


    Up smash is 5D, he has it right.
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    I've got a very simple question for you today: who's your favorite existing Super Smash Bros. character?
    Is it Captain Falcon, or one of the many inferior filler characters they put in so everyone wouldn't just
    pick Captain Falcon?

    Untouch
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    « Reply #145 on: August 26, 2009, 02:02:38 PM »


    Someone wanted to be able to make sonic white?





    Theres a way to make a character paritally white, not all white, there has to, because there isn't a texture for super sonic.


    Theres a way to make the camera focus in the middle.

    Edit:
    It actually changes focuses.

    Shocked
    « Last Edit: August 26, 2009, 02:31:01 PM by Untouch » Logged

    Untouch
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    « Reply #146 on: August 27, 2009, 05:26:33 PM »


    Found how to make a FS glow.
    0C06000
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    ZeroFrames
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    « Reply #147 on: September 03, 2009, 10:36:57 AM »


    When I set the Event "Change Subaction" the Hitboxes switches too...
    but i don´t want that!

    e.g. I want to have Lucario´s Uair as animation of the Usmash. So i build the "Change Subaction" Event. Now Lucario´s Uair is the Usmash... But also with the Hitbox of the Usmash (which makes this move abnormaly overpowerd)

    My question:
    How can I change Attacks Animations without changing the their Offensive Collision?
    « Last Edit: September 03, 2009, 10:38:02 AM by ZeroFrames » Logged

    LavaLatte [.Fade]
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    « Reply #148 on: September 03, 2009, 10:47:04 AM »


    When I set the Event "Change Subaction" the Hitboxes switches too...
    but i don´t want that!

    e.g. I want to have Lucario´s Uair as animation of the Usmash. So i build the "Change Subaction" Event. Now Lucario´s Uair is the Usmash... But also with the Hitbox of the Usmash (which makes this move abnormaly overpowerd)

    My question:
    How can I change Attacks Animations without changing the their Offensive Collision?

    This SHOULD be posted in the PSA Help. Just a warning.

    To answer your question, go to the subaction of your UAir [I'm assuming 65] and replace the word 'AttackAirHi' next to Animation [at the top] with 'AttackHi4', the USmash animation. That will change the animation to Up Smash. Get rid of the 'change subaction' code.

    If you have any more questions, either make a thread in PSA Help or PM me.
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    Pretz
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    « Reply #149 on: September 19, 2009, 03:20:59 PM »


    has anyone been experimenting with any of the other codes that move the character, because an awful lot of movement is done without that code in the originals which makes it very difficult to understand how it works and what does what
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