Title: Issues with Project M Melee Air Dodge code in vBrawl Post by: Ace9921 on August 07, 2016, 12:51:08 PM Just doing some experiments with the Melee Air Dodge v6.1 code in vBrawl, but have run into an issue that I have no clue how to fix.
Virtually every character is able to air dodge like in Melee now, but for whatever reason, unless I use a PSA from Project M 3.0, Ness, Yoshi and Lucas are unable to air dodge properly. These three air dodge like in vBrawl, and on top of that, after their EscapeAir animation completes, there is no transition to FallSpecial. Now I have a slightly tweaked version of the air dodge code that I use as well in conjunction with extra checks in each character's PSA to only allow one air dodge until you get back to the stage by either landing on the stage, grabbing the ledge or wall jumping which you can see by expanding the spoiler: The changes to the code are highlighted in red. 0E is the action ID of the Fall animation (this is where the PSA comes in to prevent infinite air dodges) which is the animation EscapeAir will transition to at the end of the animation while 16 is the action ID of LandingHeavy as I've had some problems with LandingFallSpecial not working properly. Still, regardless of whether I use the original code or this tweaked one (yes, I do have both parts of the air dodge code), Yoshi, Ness and Lucas can't air dodge properly. It's clear to me there is something within these characters' Project M 3.0 PSAs that allows them to air dodge properly. Problem is, I can't figure out what it is! If I use those PSAs (JUST the PSAs, no REL files involved), they all air dodge properly, which can only mean something was done inside each character's PSAs for them to be able to air dodge properly. I should point out that a fully unmodified vBrawl PSA for those three characters has the same problem. Can anybody help me find what exactly this something is? This problem's been bothering the crap out of me for the past week and I'm getting nowhere with it. |