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Insidious Twitch

Twitch ADC

Best Answer InsidiousQuack , 03 January 2017 - 07:25

1.8 released:

Automatic warding on vision lost added some logics to when it should ward, and added a FOW position prediction to it, so the ward placement will be much more on point.
(It only wards if they're within autorange + a little bit)

Improved the W usage logics, and fixed an issue with disabling W in the combo in the menu having it still cast W.

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#1
InsidiousQuack

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forumthreaddesignfortwitch2_by_ingurv-db

atm the script has a lot of crashes, I can't tell why, it occurs randomly.

 

credits to Deftsu for helping me out

credits to Weedle for the thread design.

github source: https://github.com/F...diousTwitch.lua


Edited by InsidiousQuack, 07 March 2017 - 08:44 .

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#2
Shulepin

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Nice  Doge


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#3
Deftsu

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Nice  Doge

 

did he forget the link? Doge


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#4
InsidiousQuack

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did he forget the link? Doge

indeed I did.


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#5
Trizei

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Edit it again. Broken BBCode for the link.


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#6
InsidiousQuack

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Edit it again. Broken BBCode for the link.

o is it not installing, I tested the link and it worked :/


Edited by InsidiousQuack, 23 December 2016 - 01:55 .

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#7
AnhDuc

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hmm, that "insidious" sounds familiar :D
good job btw :P
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#8
InsidiousQuack

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hmm, that "insidious" sounds familiar :D
good job btw :P

ty, and for some players it will be ;D


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#9
Inconspicuous

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CanUseSpell() returns a number not a boolean, you might want to check how you have used it
also dont use OnWndMsg for stealth recall cause some people might not have recall binded to b


Edited by Inconspicuous, 23 December 2016 - 06:28 .

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#10
InsidiousQuack

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CanUseSpell() returns a number not a boolean, you might want to check how you have used it
also dont use OnWndMsg for stealth recall cause some people might not have recall binded to b

 

TY for the feedback, I have updated the CanUseSpell checks.

 

I've implemented it to check spellcast instead of onwndmsg, been up quite late working at it as well as some other stuff (spoilers), seems to work. :)

 

v1.6 released

swapped onwndmsg to after recallspellcast before it starts the animation.


Edited by InsidiousQuack, 24 December 2016 - 03:02 .

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#11
FlyFloop

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Nice


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#12
InsidiousQuack

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v1.7 added automatic warding using default and blue trinket or using w on losing vision of enemies.

1.8 should bring better prediction for where the ward will be placed.


Edited by InsidiousQuack, 27 December 2016 - 09:53 .

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#13
InsidiousQuack

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Still working on 1.8, but I should be done with it, I just need a tester for the out of vision pred.


Edited by InsidiousQuack, 31 December 2016 - 02:11 .

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#14
InsidiousQuack

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✓  Best Answer

1.8 released:

Automatic warding on vision lost added some logics to when it should ward, and added a FOW position prediction to it, so the ward placement will be much more on point.
(It only wards if they're within autorange + a little bit)

Improved the W usage logics, and fixed an issue with disabling W in the combo in the menu having it still cast W.


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#15
pomzaocn

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Nice


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#16
InsidiousQuack

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If anyone could suggest some features it would be awesome :)


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#17
AnhDuc

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If anyone could suggest some features it would be awesome :)

 

seems like almost perfect but i cant think of anything xD


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#18
BestSkarnerNA

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seems like almost perfect but i cant think of anything xD

i got one it can be a toggle because of some people might nut like it but i would, 

 

Make it so if you x distance from being shown make twitch stop or walk the other way. :D


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#19
AnhDuc

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i got one too:

use E if enemies are going to walk out of E range but passive dmg can still kill them :P


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#20
InsidiousQuack

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i got one it can be a toggle because of some people might nut like it but i would,

Make it so if you x distance from being shown make twitch stop or walk the other way. :D

Do you mean so that if you're going to walk into stealth detection range of enemy, or if your Q is about to run out? :P

Will add a stealth detection range indicator around the closest enemy, so you know how close you have to be to get spotted.
Will also add text on screen when the time left for stealth is less than 2 seconds.

Moving the players character is awkward because if you're holding spacebar or smth the orbwalker will clash and you'll get really obvious script stuttering.

i got one too:
use E if enemies are going to walk out of E range but passive dmg can still kill them :P

Will work to add this.


I don't have a ton of free time at the moment, so I may not get it done for a little while, I should get my time back after next week ends. :(

Edited by InsidiousQuack, 18 January 2017 - 06:22 .

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