Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 23 24 25 [26] 27 28 29 30
376  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Flame Wave [Ike Custom Neutral B] on: August 04, 2009, 07:07:53 PM
Dude, I don't know if you realize, but you're the closest thing to Phantom Wings we got. I applaud you. =D

Yay for more questions!

1. How'd you make such a disjointed hitbox to create the projectiles? Does it have to do with offsets?

2. Lol, how do you edit their run speed? I can't believe I don't know this 0_o

I wouldn't consider myself a PW since our levels of awesomeness are worlds apart (I heard his is over 9*shot*)
But thanks, I appreciate it ^^

1. You mean the flames? All I did was copy/pasting one and the same hitbox with an intervall of 30000 in between. The only parameter that's different about them is the x offset: 5000 or something are added for every new flame. The x offset is simply how far away the hitbox is from the characters pivot point horizontally.

First is at 10000, second is at 15000, third at 20000, etc.

2. Runspeed? All that stuff is under Attributes, the values are in hex, though.

EDIT: Ew 3:20am already, I'll be going to bed now. If there's anymore questions I'll answer them tommorow.
377  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Flags effects on: August 04, 2009, 06:38:50 PM
Hm, that's something I heard quite a while ago but one of those hiteffects could have the effect of DK's SideB. You know that pitfall effect?
378  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 06:32:05 PM
Simple amazing. *Studies your pacs*

Thanks =3

From all those hitbox modifictaion codes Brawl+ uses I already knew what most of the parameters do.
The rest was mostly trial and error and looking at PMario's pac for referrence.

But really the Flame Wave is the result of hell lot of tinkering around with values. I had the basic concept layed out when I started and simply looked for moves that had effects I could use.

The flames for example have the gfx and hitboxes (values adjusted of course) of his neutral B explosion. That actually gave me a funny bug where the flames would almost instantly break a shield cause I forgot to tone the knockback growth down.

The scripting for the special actually isn't as complicated as I thought, at least if you're doing something as simple as the Flame Wave. Technically just consists of one If Else command, if you're in the air it goes to the subaction of my modified aerial version else it goes to the ground version.

After those subaction calls you simply have to specify into which action the character is send after the move. Stuff like 'Change action to standing once animation ends'.


At the moment all I've really done is give Luigi a flaming ass attack. ;_;

Hey that's already something, better than all of those 'olololol all moves do 999% movesets'

That's pretty clever 0_o

Btw, could adding 'Terminate Collisions:' at a certain interval eliminate the hitbox before the end of the taunt?

Yeah that's precisely what I tried to do. But again I only wanted a tiny window for the hitbox and the values I tried where so low that the hitbox got terminated without having any effect.
379  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 06:17:40 PM
The timer is taken from the GFX tab, the small wind animation when he slams the sword into ground starts at that time.

I wanted the hitbox to come out at the same frame the sword hits the ground.
380  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 06:06:59 PM
I could easily fix that. I specifally coded it so it would go into freefall once the animation ends. Just need to change the action from freefall to fall.

The Nair animation is pretty long already, as long as I make sure there's no allow interupt command in there I think removing the freefall shouldn't make the move any more broken.

EDIT: Don't have my wii running right now so I can't test it but this should send you into fall instead of freefall:
http://www.mediafire.com/?dzgytjtjtmt
381  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Just so we have a place for this... on: August 04, 2009, 05:35:19 PM


Looks like a [censored]load of small graphic effects to me.

But really, it does help to look at PMario's PAC to learn how some things are done.


Yep, without PMario as referrence I would probably still be clueless on how to create custom B moves.
382  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Flags effects on: August 04, 2009, 05:20:37 PM
From what I gathered while hanging around in the Brawl+ PSA chat, the first digit seems to handle priority of some sort.

Almost every move of MK starts with 2 while most other moves start with 3. That would mean 2 is the flag for transcendent priority.

Two digits must also handle the SFX, not sure which ones though.
383  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 05:02:34 PM
Sure, here ya go: http://www.mediafire.com/?wz0jgmznlmm

Note that there is no call to terminate the collosions, so the hitbox lasts the entire taunt animation. The hitboxes also cover a huge area. That's why I call it broken taunt xD

What I was trying to do was removing all hitboxes but one, shrinking that down and finding the smallest possible window for the hitbox being out without getting terminated immedately.
But then I got lazy and decided to relase it without the taunt.
384  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 04:05:29 PM
More or less planned. I originally hoped one of the Side Taunt subactions would be for pressing right and the other for pressing left.
But since it's just the way he faces I used that on all taunts. Don't know maybe I'll change it back, I'm unsure which line I want on which taunt.
385  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Revamped Flame Wave [Custom Ike Neutral B] on: August 04, 2009, 03:15:53 PM
First post is updated: Added a changelist, a new video and a download link.
386  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 01:59:04 PM
For the first release I'll remove the hitbox I tried making it stay only one frame and make the hitbox extremly small but it's not showing up at all. I'll look into that for a second release.

I'm almost done, just need to compare some attributes with the original ike file. Must have messed up somewhere while turning the values back to Ike's default, he jumps way too high right now.
387  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 12:59:23 PM
Ah! I got it.

I copied the hitboxes of his fully charged B move cause I have no clue which part of 'Flag' handles the hitsound effects.

While I toned everything down I forgot the knockback growth, which is obsenely high on those hitboxes.
Toning those done now and nerfing the damage slightly 7 per flame is too much.

Also the downtaunt is insanely broken, should I remove this for public release?
388  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 12:37:12 PM
Urgh run into another problem. The move doesn enormous damage on shields. If two or more flames hit the shield breaks.

I don't really get why cause every flame does 7 damage and 14 damage normally don't break a shield. Maybe there's a shielddamage value somewhere =/
389  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Ike's new SideB: Flame Wave on: August 04, 2009, 12:04:24 PM
Thanks.

Got everything sorted out now. New video and first download should be up in about half an hour.
390  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Subaction animation names on: August 04, 2009, 11:05:09 AM
Swapping animations actually is quite simple. The Animation tab isn't a mere description. (that's what originally thought)
Simply go to Luigi's Fsmash animation and copy paste the animation name over the animation you want to replace.
Pages:  1 ... 23 24 25 [26] 27 28 29 30