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Author Topic: WIP PSA Workshop  (Read 697000 times)
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Ӄit ßallarɖ
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    « Reply #195 on: August 28, 2012, 03:23:23 PM »


    a trow for a FS doesnt look very solid to me since you will get one kill at max imo
    But.. the show stopper D= So Epic D=

    also, it can be scripted to have the slamming cause damage to others, along with the swinging of the arm. There's tons of possibilities =3
    « Last Edit: August 28, 2012, 03:24:31 PM by Ӄit ßallarɖ » Logged

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    « Reply #196 on: August 29, 2012, 01:10:54 AM »


    a trow for a FS doesnt look very solid to me since you will get one kill at max imo
    Its not an FS... I see what you did there .......You should know as one of my beta testers haha it's his downsmash but its kinda spammable looking to put a restriction on it and give it some cooldown time before it can be used again.  

    Tried hexing normal GFX to see if I could anchor them didn't work out so well  Im srs here but I'll keep trying to anchor them.

    Going to experiment with special flags soon to, so I can get the effect of people stuck in a grab during for example a dash attack.
    -Omni
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    « Reply #197 on: August 29, 2012, 03:20:59 AM »


    Its not an FS... I see what you did there .......You should know as one of my beta testers haha it's his downsmash but its kinda spammable looking to put a restriction on it and give it some cooldown time before it can be used again.  

    Tried hexing normal GFX to see if I could anchor them didn't work out so well  Im srs here but I'll keep trying to anchor them.

    Going to experiment with special flags soon to, so I can get the effect of people stuck in a grab during for example a dash attack.
    -Omni
    i was talking about kit idea lol look up theres even an awnser Tongue
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    « Reply #198 on: August 29, 2012, 05:39:09 PM »


    I can't find out how to make the character follow the "throwN" bone on those diffirent actions.
    I might have a idea how to make that happen but it's just a therody I will test today/tomorrow
    But.. the show stopper D= So Epic D=

    also, it can be scripted to have the slamming cause damage to others, along with the swinging of the arm. There's tons of possibilities =3
    indeed, kinda like Links final smash? one gets the most of the hits while the other can get hit but not as the "target"?
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    « Reply #199 on: August 29, 2012, 06:30:22 PM »


    I can't find out how to make the character follow the "throwN" bone on those diffirent actions.
    I might have a idea how to make that happen but it's just a therody I will test today/tomorrowindeed, kinda like Links final smash? one gets the most of the hits while the other can get hit but not as the "target"?
    maybe the question is what bone are they following if any
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    Ӄit ßallarɖ
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    « Reply #200 on: August 29, 2012, 06:39:20 PM »


    kinda like Links final smash? one gets the most of the hits while the other can get hit but not as the "target"?
    Essentually =3
    « Last Edit: August 29, 2012, 06:45:13 PM by Ӄit ßallarɖ » Logged

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    « Reply #201 on: August 30, 2012, 12:03:02 AM »


    maybe the question is what bone are they following if any
    Well what're you asking? Making a hitbox on a moving ThrowN bone? Making the GFX stick to it? Carnage has seen Zeus's Down Smash and as OP as it may be right now it looks really damn good so I can probs help with that.  Unless you talking about making the character move to the point of the ThrowN bone in PSA...then I'd have to do some testing lol
    -Omni
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    « Reply #202 on: August 30, 2012, 03:59:31 AM »


    Unless you talking about making the character move to the point of the ThrowN bone in PSA...
    Prob what he was getting at
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    « Reply #203 on: August 30, 2012, 04:42:10 PM »


    gah, this is bad.

    I am this close {} to make the character follow the ThrowN bone cause I know how to do it.
    I did Ganons throw on normal grab, meaning the character follow the throwN bone there.
    but when I do the same stuff on the special grab, it freeze Oh shi~
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    « Reply #204 on: August 30, 2012, 04:47:55 PM »


    Maybe try some new bone Awesome Face *Shot*
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    « Reply #205 on: September 01, 2012, 01:00:02 AM »


    Then use the regular throw collisions to do it...or make a subroutine with the same coding as Ganon's normal throws.
    -Omni
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    « Reply #206 on: September 04, 2012, 08:18:08 PM »


    Oh hi thar
    *stalks topic, in hopes of new info of grabbing*
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    « Reply #207 on: September 04, 2012, 09:17:08 PM »


    Oh hi thar
    *stalks topic, in hopes of new info of grabbing*
    Why do people do this?
    It's... confusing
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    « Reply #208 on: September 05, 2012, 11:04:33 AM »


    well, I believe i know what to do to make the opponent follows the throwN bone but I just haven't tested it yet xD I am lazy.

    is this WIP thread also a Animation WIP thread?
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    « Reply #209 on: September 05, 2012, 11:09:22 AM »


    well, I believe i know what to do to make the opponent follows the throwN bone but I just haven't tested it yet xD I am lazy.

    is this WIP thread also a Animation WIP thread?
    This is the Attacks and Animations section of the forum. Tongue
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