Jump to content

Welcome to Gaming On Steroids Forums
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account
Photo

[6.13] Blitzgrab 2.06 [Open Predict, GPrediction] new option AUTOGRAB


Best Answer gamsteron , 20 June 2016 - 01:49

Is this script had auto grab ?

 

2.02 - 2.06

hitchance immobile possible in menu - this can be important if use auto grab

added auto grab ON/OFF

auto grab only on selected target ON/OFF

fixed RQ no collide

removed GamSterOn Prediction - idk but 2 months ago was better with 90% hitchance and i no more support this pred

Go to the full post »


  • This topic is locked This topic is locked
74 replies to this topic

#1
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

GamSterOn BlitzCrank

 

 

Auto Grab ON/OFF

-

Auto Grab only selected target ON/OFF

-

Use Q ON/OFF

-

Use E ON/OFF

-

Use R ON/OFF

-

Auto Cast Q on dash - only GPred ON/OFF

-

Use E if enemy in aa range ON/OFF

-

Use E if Q Cast Pred possible ON/OFF

-

no collide R with Q

-

no collide E with Q

-

Prediction List: Open Predict, GPrediction

-

Hitchance Slider

-

Focus List

-

Manual Target Select

-

Focus only selected target - even if none target is selected ON/OFF

-

Target Selector from focus list calculate enemy hp, magic resist, attack damage, attack speed, ability power - all in one

 

 

platinum elo:

7xKpPTi.png

 
 
 

Download

 https://raw.githubus.../Blitzcrank.lua

 

credits to: MeoBeo Icesythe7


  • 7

#2
Required

Required

    Advanced Member

  • Banned
  • PipPipPip
  • 81 posts
  • LocationThe Wire

Good job! Nice to see new people here :)


  • 0

#3
FlyFloop

FlyFloop

    Advanced Member

  • Donator
  • 458 posts

I made my own prediction + target selector + object manager [ofc this is first release, we can do better and faster pred etc.]. There's BLITZGRAB:

 

https://raw.githubus.../Blitzcrank.lua

 

platin

GJ


  • 0

#4
Cloud

Cloud

    KAPPA

  • Ex-Staff
  • PipPipPip
  • 1,498 posts
All I can say is. Good job.
  • 0

#5
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.2 [2016.04.29 15:20]

better orbwalking - blitz spell logic

 

1.1

fixed orbwalker + added melee movement

R after Q

hitchance from 3 to 6

 

 

 

what to do ?:

-fix minion collision + add malza, heimer minions etc.

-better prediction: add logic lose/gain vision etc.

-better target selector

-spell timers attack only if q, r not ready or q collision or time to spell > x[ms], maybe e after attack ?


  • 0

#6
Icesythe7

Icesythe7

    Forum Manager

  • Contributor
  • 181 posts

autoupdater http://gamingonstero...e-for-everyone/


  • 0

#7
kuteznh0k

kuteznh0k

    Member

  • Members
  • 10 posts

i added and enable that then how to use in the game? press any button?


  • 0

#8
Deftsu

Deftsu

    donthackourgames

  • Ex-Core Dev
  • PipPipPip
  • 4,812 posts

i added and enable that then how to use in the game? press any button?


shift
  • 0

#9
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.3

* auto update

* new menu (on/off functions etc., pred hitchance)

* Target Selector:

-> remove usless code

-> added manual target selector -> left mouse click

-> attack and use spells only on champions from list in menu

 

 

soon:

minion collision fix + minion waypoint analysis + more object collision (champions etc.) and more prediction changes

+ more


  • 0

#10
CptZeyx

CptZeyx

    Henry

  • Banned
  • PipPipPip
  • 784 posts
  • LocationBetween here and there

doing a really awesome work! Well done mysterious member  :ph34r:


  • 0

#11
Hanndel

Hanndel

    datebest.net - visit website and win smartphone!

  • Contributor
  • 604 posts
  • Locationhttps://t.me/pump_upp

doing a really awesome work! Well done mysterious member  :ph34r:


Doge
  • 0

#12
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.4

fiixed manual selected target -> added validtarget..

fixed focus champions from list - now is perfect


  • 0

#13
Ryzuki

Ryzuki

    Advanced Member

  • Contributor
  • 297 posts
  • LocationOsu!z

Wow. So OPP  PogChamp gj guy 


  • 0

#14
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.5

removed orb logic after spells before spells -> now combo is faster !


  • 0

#15
acelya

acelya

    Advanced Member

  • Members
  • 89 posts
  • Location-

Nice one o:


  • 0

#16
velikistrumf

velikistrumf

    Member

  • Members
  • 11 posts
So op script gg
  • 0

#17
castle

castle

    Member

  • Members
  • 27 posts
  • LocationBrazil

gj matte

i'm in a relationship with this script


  • 0

#18
Icesythe7

Icesythe7

    Forum Manager

  • Contributor
  • 181 posts

add 

if myHero.charName ~= "Blitzcrank" then
  return 
end

to top of your script so people that don't turn scripts off dont load the script for a champion other than blitzcrank :)


  • 1

#19
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

add 

if myHero.charName ~= "Blitzcrank" then
  return 
end

to top of your script so people that don't turn scripts off dont load the script for a champion other than blitzcrank :)

 

1.6 added

 

i made new prediction logic c#:  -> i'll add this in 1.7 update

 

tB01LOY.png

		public static Vector3 GetPosition(Obj_AI_Base unit, int extension)
		{
			int id = unit.NetworkId;
			int count = Events.waypoints[id].count;
			if (count < 3)
			{
				Vector3 p0 = unit.Position;
				Vector3 p1 = Events.waypoints[id].paths[1];
				float p0x = p0.X;
				float p0y = p0.Y;
				float p1x = p1.X;
				float p1y = p1.Y;
				float dist = (float)Math.Sqrt((p1x-p0x)*(p1x-p0x)+(p1y-p0y)*(p1y-p0y));
				if (dist > extension)
				{
					float dirx = (p1x-p0x) / dist;
					float diry = (p1y-p0y) / dist;
					float x = p0x + ( dirx * extension );
					float y = p0y + ( diry * extension );
					return new Vector3 { X = x, Y = y };
				}
				return p1;
			}
			return PointOnRoad(unit, extension);
		}
		
		static Vector3 PointOnRoad(Obj_AI_Base unit, int extension)
		{
			int id = unit.NetworkId;
			int count = Events.waypoints[id].count;
			float ums = unit.MoveSpeed;
			float lmt = Events.waypoints[id].last_move_time;
			float di = 0f;
			float gt = Game.Time*1000;
			for (int i = 1; i < count; i++)
			{
				Vector3 pi0 = Events.waypoints[id].paths[i-1];
				Vector3 pi1 = Events.waypoints[id].paths[i];
				float pi0x = pi0.X;
				float pi0y = pi0.Y;
				float pi1x = pi1.X;
				float pi1y = pi1.Y;
				float disti = (float)Math.Sqrt((pi1x-pi0x)*(pi1x-pi0x)+(pi1y-pi0y)*(pi1y-pi0y));
				di = di + disti;
				if (di>ums*(gt-lmt)/1000)
				{
					Vector3 pu = unit.Position;
					float pux = pu.X;
					float puy = pu.Y;
					float distu = (float)Math.Sqrt((pi1x-pux)*(pi1x-pux)+(pi1y-puy)*(pi1y-puy));
					if (distu > extension)
					{
						float dirx = (pi1x - pux)/distu;
						float diry = (pi1y - puy)/distu;
						float x = pux + ( dirx * extension );
						float y = puy + ( diry * extension );
						return new Vector3 { X = x, Y = y };
					}
					if (i == count - 1)
					{
						return pi1;
					}
					float dj = distu;
					for (int j = i+1; j < count; j++)
					{
						Vector3 pj0 = Events.waypoints[id].paths[j-1];
						Vector3 pj1 = Events.waypoints[id].paths[j];
						float pj0x = pi0.X;
						float pj0y = pi0.Y;
						float pj1x = pi1.X;
						float pj1y = pi1.Y;
						float distj = (float)Math.Sqrt((pj1x-pj0x)*(pj1x-pj0x)+(pj1y-pj0y)*(pj1y-pj0y));
						if (distj > extension - dj)
						{
							float dirx = (pj1x - pj0x)/distj;
							float diry = (pj1y - pj0y)/distj;
							float x = pux + ( dirx * extension );
							float y = puy + ( diry * extension );
							return new Vector3 { X = x, Y = y };
						}
						if (j == count - 1)
						{
							return pj1;
						}
						dj = dj + distj;
					}
				}
			}
			return Vector3.Zero;
		}

  • 0

#20
Cloud

Cloud

    KAPPA

  • Ex-Staff
  • PipPipPip
  • 1,498 posts

 

1.6 added

 

i made new prediction logic c#:  -> i'll add this in 1.7 update

 

tB01LOY.png

		public static Vector3 GetPosition(Obj_AI_Base unit, int lenght)
		{
			if (Events.waypoints[unit.NetworkId].count < 3)
			{
				float x = Events.waypoints[unit.NetworkId].paths[1].X - unit.Position.X;
				float y = Events.waypoints[unit.NetworkId].paths[1].Y - unit.Position.Y;
				float dist = GetDistance(x, y);
				if (dist > lenght)
				{
					Vector3 dir = (Events.waypoints[unit.NetworkId].paths[1] - unit.Position) / dist;
					return unit.Position + (dir * lenght);
				}
				return Events.waypoints[unit.NetworkId].paths[1];
			}
			return PointOnRoad(unit, lenght);
		}
		
		static Vector3 PointOnRoad(Obj_AI_Base unit, int extension)
		{
			float d = 0f;
			for (int i = 1; i < Events.waypoints[unit.NetworkId].count; i++)
			{
				float xx = Events.waypoints[unit.NetworkId].paths[i].X - Events.waypoints[unit.NetworkId].paths[i-1].X;
				float yy = Events.waypoints[unit.NetworkId].paths[i].Y - Events.waypoints[unit.NetworkId].paths[i-1].Y;
				d = d + GetDistance(xx,yy);
				if ( d > unit.MoveSpeed * ( ( Game.Time * 1000 ) - Events.waypoints[unit.NetworkId].last_move_time ) / 1000 )
				{
					float dist = 0f;
					float x = Events.waypoints[unit.NetworkId].paths[i].X - unit.Position.X;
					float y = Events.waypoints[unit.NetworkId].paths[i].Y - unit.Position.Y;
					dist = GetDistance(x,y);
					if (dist > extension)
					{
						Vector3 dir = ( Events.waypoints[unit.NetworkId].paths[i] - unit.Position ) / dist;
						return unit.Position + ( dir * extension );
					}
					if (i == Events.waypoints[unit.NetworkId].count - 1)
					{
						return Events.waypoints[unit.NetworkId].paths[i];
					}
					for (int j = i+1; j < Events.waypoints[unit.NetworkId].count; i++)
					{
						float x2 = Events.waypoints[unit.NetworkId].paths[j].X - Events.waypoints[unit.NetworkId].paths[j-1].X;
						float y2 = Events.waypoints[unit.NetworkId].paths[j].Y - Events.waypoints[unit.NetworkId].paths[j-1].Y;
						float dist2 = GetDistance(x2,y2);
						if (dist2 > extension - dist)
						{
							Vector3 dir = ( Events.waypoints[unit.NetworkId].paths[j] - Events.waypoints[unit.NetworkId].paths[j-1] ) / dist2;
							return Events.waypoints[unit.NetworkId].paths[j-1] + ( dir * ( extension - dist ) );
						}
						if (j == Events.waypoints[unit.NetworkId].count - 1)
						{
							return Events.waypoints[unit.NetworkId].paths[j];
						}
						dist = dist + dist2;
					}
				}
			}
			return Vector3.Zero;
		}

Nice.


  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users