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Author Topic: PSA Resource Thread - *UPDATED* List of Common SFX  (Read 182151 times)
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    « Reply #90 on: July 18, 2010, 10:37:40 PM »


    4A, is that a dark circle with flames comin out of it or is it that kikass red sphere with dark flames comin out?

    if not wat is that?
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    « Reply #91 on: July 18, 2010, 10:59:07 PM »


    Go Here:
    <a href="http://www.youtube.com/watch?v=_-mwMQQHDn0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=_-mwMQQHDn0</a>
    Go Directly To 2:25 You Answer Lies There... Smiley
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    « Reply #92 on: July 18, 2010, 11:04:00 PM »


    Go Here: http://www.youtube.com/watch?v=_-mwMQQHDn0 Go Directly To 2:25 You Answer Lies There... Smiley
    ooo thnx, this video is much better.

    graphic 43 is epic
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    « Reply #93 on: July 18, 2010, 11:26:23 PM »


    O Yea Its Like A Fire Works Effect... Pretty Cool...
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    « Reply #94 on: July 22, 2010, 04:10:49 PM »


    can i ask a question here? I want to know how to make Link spawn a beamsword (Z-saber import) for a Zero PSA im making. so how do i modify his subactions to spawn a beamsword?
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    « Reply #95 on: July 22, 2010, 04:16:08 PM »


    can i ask a question here? I want to know how to make Link spawn a beamsword (Z-saber import) for a Zero PSA im making. so how do i modify his subactions to spawn a beamsword?
    Put "generate Item" and put the beamsword value at said number of frames.
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    « Reply #96 on: July 22, 2010, 04:32:06 PM »


    can i ask a question here? I want to know how to make Link spawn a beamsword (Z-saber import) for a Zero PSA im making. so how do i modify his subactions to spawn a beamsword?
    Put "generate Item" and put the beamsword value at said number of frames.

    sorry for sounding n00bish, im new to PSA i mostly model hack. So i put generate item on the specifed animation on subactions with the number code for beamsword?
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    « Reply #97 on: July 22, 2010, 04:58:27 PM »


    It would go like this:

    Asynchronous timer: X frames(if you want to generate it at the beginning of the animation, then you don't put that)
    Generate Item: (put 00000004 for Beamsword)
    And, if you want the item to go away after the animation is over, then put
    Asynchronous Timer
    Obliterate Held Item
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    « Reply #98 on: July 23, 2010, 11:23:26 AM »


    It would go like this:

    Asynchronous timer: X frames(if you want to generate it at the beginning of the animation, then you don't put that)
    Generate Item: (put 00000004 for Beamsword)
    And, if you want the item to go away after the animation is over, then put
    Asynchronous Timer
    Obliterate Held Item

    I wanted to do that too but with a super shroom when peach did her down b, so all I gotta do is after the animation is over put the obliterate item?
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    « Reply #99 on: July 23, 2010, 02:12:38 PM »


    It would go like this:

    Asynchronous timer: X frames(if you want to generate it at the beginning of the animation, then you don't put that)
    Generate Item: (put 00000004 for Beamsword)
    And, if you want the item to go away after the animation is over, then put
    Asynchronous Timer
    Obliterate Held Item

    I wanted to do that too but with a super shroom when peach did her down b, so all I gotta do is after the animation is over put the obliterate item?
    No, since the mushroom is a power up, you would put "consume item" right after she takes out the mushroom.
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    « Reply #100 on: August 08, 2010, 05:24:42 PM »


    segab can you update the OP? this video is far better
    <a href="http://www.youtube.com/watch?v=_-mwMQQHDn0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=_-mwMQQHDn0</a>
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    « Reply #101 on: September 07, 2010, 04:06:22 PM »


    Does anybody know the id of the sound that you make when you're getting up from a trip? (That "boing"-ish sound)

    Also, how do I get a character spasific graphic to work on another character when the other character is not in brawl?
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    « Reply #102 on: September 22, 2010, 02:05:24 PM »


    Do character spasific sounds have to be replaced in order for them to be on another character? Also, when anyone finds the time.

    The id of Fox's "Ha" voice clip (Side smash)
    The id of the wind sound that fox makes during his looped A attack
    The ID of his  reflector sound.

    I'm also looking for more Zap-ish and Fire themed sounds...some of these don't really fit my psa's moves :s


    Oh and btw for people wanting to use Zelda's sparkles in their psa's. The lightning hit graphic sized at around 0.4 and attached to a single bone makes a very fetching replacement for those who don't feel like adding an external graphic to the psa.
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    « Reply #103 on: October 07, 2010, 09:41:38 AM »


    2 things:

    Do character spasific sounds have to be replaced in order for them to be on another character? Also, when anyone finds the time.

    The id of Fox's "Ha" voice clip (Side smash)
    The id of the wind sound that fox makes during his looped A attack
    The ID of his  reflector sound.

    I'm also looking for more Zap-ish and Fire themed sounds...some of these don't really fit my psa's moves :s


    Oh and btw for people wanting to use Zelda's sparkles in their psa's. The lightning hit graphic sized at around 0.4 and attached to a single bone makes a very fetching replacement for those who don't feel like adding an external graphic to the psa.
    go in PSA to that subaction and check the SFX...


    and second: i want ike to have his second sword always out, like the zoro psa, but with only 2 instead of three(i dont want him to have a sword in his mouth I see what you did there ... )
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    « Reply #104 on: December 02, 2010, 04:55:26 PM »


    i have a question:
    how to do modes like divine overlod ganodorf modes
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