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« Reply #121 on: March 17, 2016, 07:30:06 PM » |
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Yes i did, it was a sub routine.
I mean a website for sm4sh script, I'm not just gonna ask you everytime a new patch come out. so is there a website for it?
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« Reply #123 on: March 21, 2016, 06:18:39 AM » |
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Oh I mean the script, not the tools. Though theres most likely no website for it.
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« Reply #124 on: March 21, 2016, 07:42:39 AM » |
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I already linked you to the most recent Sm4sh character scripts.
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« Reply #125 on: March 22, 2016, 05:21:12 PM » |
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Yes I know, I was asking if theres a website that'll put a link when there's a new patch so I don't have to ask you everytime a new sm4sh patch comes out.
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« Reply #126 on: March 22, 2016, 05:25:57 PM » |
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Whenever a new patch comes out, I'll ask RTB if he can update that download link if he doesn't already do it.
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« Reply #127 on: March 24, 2016, 05:45:10 AM » |
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k, sounds good.
Is there a hitbox flag which it's knockback can completely overwrite another knockback? Or vice versa/similiar.
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« Reply #128 on: March 24, 2016, 07:18:11 AM » |
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I don't know what you're talking about with that.
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« Reply #129 on: March 24, 2016, 05:53:43 PM » |
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I don't know how to explain it either... so forget that for a while.
How do I change diddy's up special's maximum turning angle? (when he charges up special, he can turn a little left/right) And making him able to move a bit when he boost upwards?
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« Last Edit: March 25, 2016, 08:02:46 PM by Hilmy091 »
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« Reply #130 on: March 28, 2016, 06:54:30 PM » |
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bump, questions above ^
Editing would prevent spam, but no one would notice that.
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« Reply #131 on: March 28, 2016, 07:13:22 PM » |
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You would do that by editing the Floating Points that are used for Turning Response and Launch Arc Curvature. There might be other related Floating Points, though the rest of them haven't been identified yet. http://tinyurl.com/ha6jufc(Link leads to the OpenSA Wiki page on Floating Points)
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« Reply #132 on: March 29, 2016, 07:29:01 AM » |
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That doesnt explain the manual curve of his boost Thats probably extremely hard to do though.
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« Reply #133 on: March 29, 2016, 07:42:44 AM » |
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I don't think that's even possible to do in Brawl. You can try fiddling with the Turning Response Floating Point though.
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« Reply #134 on: April 23, 2016, 08:40:55 AM » |
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bump (better than making a new thread ri8?)
I read that pikachu's thunder is 4 projectiles combined, how do I change the amount of it? Also looking forward to edit it's gfx.
About the brawlbox sub routines. I'm sorta confused with it, theres' alot of folders and offsets. When i checked the subroutine 0/1/2/3/4 folder, I couldn't find the sub routines I was looking for. (projectile hitbox etc)
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