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« Reply #105 on: March 07, 2016, 07:32:58 PM » |
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I dont think anyone deals a 0% damage execpt for jiggly's puff up (which has no hitlag). Also, about how to find sub routines, I have to open FitChar.pac right? All sub routines i found here are empty or invalid event list something. (converted to hex btw)
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« Reply #106 on: March 07, 2016, 07:34:35 PM » |
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Those are GFX. You need to open it in v0.68b, and you'll see what I mean.
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« Reply #107 on: March 07, 2016, 07:41:09 PM » |
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Thanks. How come newer brawlbox versions actually removes important stuff? However, Is mario/luigi's fireball offensive collision not located in sub routines' section? Update : Found a link for sub routines, in case anyone need it :
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« Last Edit: March 07, 2016, 07:51:21 PM by Hilmy091 »
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« Reply #108 on: March 07, 2016, 08:22:14 PM » |
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Moveset editing was removed from later BB versions because it was unstable.
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« Reply #109 on: March 09, 2016, 04:38:10 AM » |
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How do I edit Luigi's (or mario's) up special gravity? When I try the add momentum command, it only works for the start of up special's fall. I wanted to make it work for the fall loop.
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« Reply #110 on: March 09, 2016, 06:22:00 AM » |
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You wanted to increase the Gravity of Special Fall via momentum? Did you make sure to put it in a loop? Alternatively, you can use a code that adds PSA commands which can change Attributes on the fly. http://forums.kc-mm.com/index.php?topic=75336.0
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« Reply #111 on: March 09, 2016, 11:43:02 PM » |
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Sorry for being not clear, I mean when I add the momentum it only works for the start of his up special fall. So I want to make it works not just at the start. If possible I'd do the gravity without momentum command.
I don't prefer to use codes. But if its the only way then I'll try.
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« Reply #112 on: March 10, 2016, 06:37:57 AM » |
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In that case, you don't have much of a choice then. You'll have to use the code + new commands.
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« Reply #113 on: March 10, 2016, 04:47:00 PM » |
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Lets say I use that code for my project then upload it, would the guy that downloads it need to use that code too? If they do, this is the main reason I didn't want to use the code.
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« Reply #114 on: March 10, 2016, 05:13:46 PM » |
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Yes, the new PSA commands require the inclusion of the code into one's gct. There's no other way to get around it.
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« Reply #115 on: March 13, 2016, 07:52:24 PM » |
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Oh thats a pity, I'm just gonna keep things the way they are now.
Is it possible to set/clear a bit variable when an animation ends/interrupted? And also, making landing lag for air dodge? (could use an existing animation)
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« Last Edit: March 13, 2016, 07:57:09 PM by Hilmy091 »
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« Reply #116 on: March 13, 2016, 08:07:45 PM » |
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You would have to place the Bit Variable Clear command into the Sub Actions that correspond to the current Action ending or being interrupted.
If you wanted to make landing lag for an air dodge, I believe you would need to make Air Dodge go into a different custom Action upon landing.
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« Reply #117 on: March 16, 2016, 09:04:57 PM » |
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Theres a sub action with no offset, animation or commands at all (main/other/sfx/gfx) I could use that for a custom subaction/animation right?
Also how can I make an If command that last for an entire animation? (the if command has a sub routine)
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« Reply #118 on: March 17, 2016, 07:21:44 AM » |
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Yes, you can use empty Sub Actions for custom moves. To make an If string loop for the entire animation, put it into an Infinite loop. Example: Set Loop: Infinite *If coding* Synchronous Timer: Frames=1 Execute Loop
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« Reply #119 on: March 17, 2016, 05:43:00 PM » |
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Oh nice, however after I placed the loop, it ignores every command that's infront of the execute loop command.
Where can I stay up to date with sm4sh scripts?
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« Last Edit: March 17, 2016, 05:47:32 PM by Hilmy091 »
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