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Ishapar
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« 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?
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KingJigglypuff
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    « Reply #1 on: October 02, 2016, 01:59:24 PM »


    You can use either.

    Example 1
    Code:
    Asynchronous Timer: Frames = 6
    Hitbox
    Asynchronous Timer: Frames = 9
    Terminate Collisions
    With this example, the hitbox activates on Frame 6 (+1), and terminates on Frame 9 (+1).

    Example 2
    Code:
    Asynchronous Timer: Frames = 6
    Hitbox
    Synchronous Timer: Frames = 3
    Terminate Collisions
    With this example, the hitbox activates on Frame 6 (+1), and terminates 3 Frames later.

    The (+1) marker is because Brawl activates the commands one Frame after they were called.
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    Ishapar
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    « Reply #2 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.
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