it only released now(CastSkillShot2 work), not start charge
i use this code to start charge, it work well before....
CastSkillShot(_Q,GetMousePos())
tested xerath and varus, both broken now
it only released now(CastSkillShot2 work), not start charge
i use this code to start charge, it work well before....
CastSkillShot(_Q,GetMousePos())
tested xerath and varus, both broken now
I will check this out right away.
Edit:
Just tested 1 second ago your "simple xerath.lua" script.
Works like a charm (charging and releasing Q with prediction).
Edit2:
Works only once and then stops working, what the hell o_O.
Edit3:
It works perfectly without your script, tested with the following code (intended OnDraw, else KeyIsDown does not trigger)
OnDraw(function(myHero) --myHero is a pointer to our champion; local shiftpress = KeyIsDown(0x10); --Shift Key if shiftpress then mymouse = GetMousePos(); CastSkillShot(_Q,mymouse.x,mymouse.y,mymouse.z); --start charging Xerath Q end local tabpress = KeyIsDown(9); --TAB key if tabpress then mymouse = GetMousePos(); CastSkillShot2(_Q,mymouse.x,mymouse.y,mymouse.z); --release charged Xerath Q end end)
I will check this out right away.
Edit:
Just tested 1 second ago your "simple xerath.lua" script.
Works like a charm (charging and releasing Q with prediction).
Edit2:
Works only once and then stops working, what the hell o_O.
Edit3:
It works perfectly without your script, tested with the following code (intended OnDraw, else KeyIsDown does not trigger)OnDraw(function(myHero) --myHero is a pointer to our champion; local shiftpress = KeyIsDown(0x10); --Shift Key if shiftpress then mymouse = GetMousePos(); CastSkillShot(_Q,mymouse.x,mymouse.y,mymouse.z); --start charging Xerath Q end local tabpress = KeyIsDown(9); --TAB key if tabpress then mymouse = GetMousePos(); CastSkillShot2(_Q,mymouse.x,mymouse.y,mymouse.z); --release charged Xerath Q end end)
ok....seems it's not CastSkillShot problem
it's OnRemoveBuff problem,it didn't even got called
try this:
OnRemoveBuff(function(object,buffProc) if object == GetMyHero() then PrintChat("OnRemoveBuff "..buffProc.Name) end end)
i use this to detect q is casting or not.....
Edited by ilovesona, 12 November 2015 - 04:25 .
Yesterday when i got home i fixed OnRemoveBuff problem.
Thanks for actually investigating and pointing out what was the real issue.
Yesterday when i got home i fixed OnRemoveBuff problem.
Thanks for actually investigating and pointing out what was the real issue.
np, i use that api a lot
so if you broke it, i'll know right away
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