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OnProcessSpellComplete not got called in same wind up time


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16 replies to this topic

#1
ilovesona

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i let my champion auto attack without any other scripts, i don't know why the tick is not the same....
 
according the api doc, it should be same isn't it?  always bigger or smaller
 
 
uZ8wBFF.png
 
 

local myHero = GetMyHero()
local oldtick = 0
OnProcessSpell(function(unit, spell)
  if unit == myHero then
   oldtick = GetTickCount()
  end  
end)


OnProcessSpellComplete(function(unit, spell)
  if unit == myHero then
   local calcWindup = GetTickCount() - oldtick
   PrintChat("OnProcessSpellComplete - OnProcessSpell tick : "..calcWindup)
   PrintChat("spell.windUpTime : "..spell.windUpTime)
   PrintChat("GetWindUp(myHero) : "..GetWindUp(myHero))
   PrintChat("--------------------------------")
  end  
end)

Edited by ilovesona, 24 October 2015 - 04:44 .

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#2
Deftsu

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OP Humanizer Kappa


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#3
SkyForge

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Is it some kind of ping related?

From what i saw in all cases it's faster than the windup 133 ms and 131ms (except for the first result, where it decided it's 140ms)

 

Can we assume it's efficient?


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#4
ilovesona

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Is it some kind of ping related?

From what i saw in all cases it's faster than the windup 133 ms and 131ms (except for the first result, where it decided it's 140ms)

 

Can we assume it's efficient?

maybe, but my ping is very stable....


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#5
Feretorix

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OnProcessSpellComplete is generated by the game engine (riot packet?), deciding that after that call you can freely cancel the windup/animation without blocking the AA.

 

As @qazz said, it's most likely to a few ticks ping difference or maybe game processing power (fps depending too?)


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#6
ilovesona

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OnProcessSpellComplete is generated by the game engine (riot packet?), deciding that after that call you can freely cancel the windup/animation without blocking the AA.

 

As @qazz said, it's most likely to a few ticks ping difference or maybe game processing power (fps depending too?)

so what is the windup from windUpTime? is it just a predefined value? means it can be wrong?


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#7
Deftsu

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well after a long tests for AA windUpTime (vayne) i can say : GetWindUp() > OnProcessSpell > OnProcessSpellComplete.

Im just talking about the Call and windUpTime, GetWindUp() have less value which can save more ms for the reset, remember im just talking about the AA. and OnProcessSpell print in chat faster than OnProcessSpellComplete :S
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#8
Feretorix

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OnProcessSpellComplete is faster than the windup, and this is proven by the screenshot above.

 

0.131 (the windup) is slower than 0.094 in the last result.


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#9
Inspired

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GetWindUp() > OnProcessSpell > OnProcessSpellComplete

ProcessSpell/-Complete == Riot api
GetWindUp() == Inspired api
#worth
:fappa:

And yes, poing heavily influences the procs. And chatlagg. And, and and..

OnProcessSpellComplete is less dependant on ping (iirc), always making it proc faster than procspell->windup by ping/2
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#10
Deftsu

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ProcessSpell/-Complete == Riot api
GetWindUp() == Inspired api
#worth
:fappa:

And yes, poing heavily influences the procs. And chatlagg. And, and and..

OnProcessSpellComplete is less dependant on ping (iirc), always making it proc faster than procspell->windup by ping/2

so i should use it for AA Q reset ?? idk it was kinda slow for me, it Q after finishing the whole AA animation :fappa:


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#11
Inspired

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so i should use it for AA Q reset ?? idk it was kinda slow for me, it Q after finishing the whole AA animation :fappa:

Or you delayaction by windup-ping/2
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#12
ilovesona

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ProcessSpell/-Complete == Riot api
GetWindUp() == Inspired api
#worth
:fappa:

And yes, poing heavily influences the procs. And chatlagg. And, and and..

OnProcessSpellComplete is less dependant on ping (iirc), always making it proc faster than procspell->windup by ping/2

GetWindUp is gos api isn't it?

 

although it didn't in the doc....


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#13
ilovesona

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OnProcessSpellComplete is faster than the windup, and this is proven by the screenshot above.

 

0.131 (the windup) is slower than 0.094 in the last result.

it should....but it didn't...sometimes OnProcessSpellComplete  is slower than windup

 

check the first result


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#14
Feretorix

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A check could be done, if OnProcessSpellComplete is slower than the windup, then cancel as windup, else cancel faster as OnComplete suggests, so the projectile will still deal damage (for ranged champs)


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#15
FreeCandy2012

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It is independent from effects of ping.   Also you must realize that each champion has more than one attack type, and some of their windup times vary.   
The main problem though lies in the fact that the windup in question is being retrieved after the fact, meaning, you're already done winding up - Duh, but that's not the point.
The point here is that the value will not be relevant to your current stored value, it could be higher or lower, so If you have an AA or orbwalker based off this information, you're gonna have a bad time.  That's why most people from other sites, like Retarded ass Sida, add an  Extra delay to compensate for their poor engineering. 


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#16
ilovesona

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It is independent from effects of ping.   Also you must realize that each champion has more than one attack type, and some of their windup times vary.   
The main problem though lies in the fact that the windup in question is being retrieved after the fact, meaning, you're already done winding up - Duh, but that's not the point.
The point here is that the value will not be relevant to your current stored value, it could be higher or lower, so If you have an AA or orbwalker based off this information, you're gonna have a bad time.  That's why most people from other sites, like Retarded ass Sida, add an  Extra delay to compensate for their poor engineering. 

hmm...sry i don't rly understand what are you try to explain :pcpunch:  

 

so how can i make a perfect orbwalk?


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#17
FreeCandy2012

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There's only one way I've found so far, I'd post the common file, but I don't currently have all the needed resources to finish it :\   
Also the method I've devised requires 0 mathematical operations to work.     IG ATM soo can't really type more <3


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