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

GoS Official API


  • Please log in to reply
23 replies to this topic

#1
Deftsu

Deftsu

    donthackourgames

  • Ex-Core Dev
  • PipPipPip
  • 4,812 posts
  • Folders:​​   
  • GOS_DIR --> GoS Directory
    SCRIPT_PATH --> GoS Scripts Path
    COMMON_PATH --> GoS Common Path
    SPRITE_PATH --> GoS Sprites Path
    SOUNDS_PATH --> GoS Sounds Path
    • Events:​
    OnTick --> Trigger every tick
    OnDraw --> Trigger every frame
    OnDrawMinimap --> Trigger every frame (you can use only : DrawText, WorldToMinimap, DrawCircleMinimap
    OnLoad --> Trigger once every object is loaded
    OnUnLoad --> Trigger Exactly Before Unloading(F6) Takes Action
    OnBugSplat --> Trigger Exactly Before the BugSplat Takes Action
    OnWndMsg(msg,wParam) --> Trigger When You Click on Mouse/Keyboard with msg and keys
    OnObjectLoop(Object, myHero) --> NOT RECOMMENDED, Loop through every object in game every frame
    OnObjectLoad(Object) --> Trigger Once You Load LUA engine, returning every object for 1 Tick (more like ObjectManager)
    OnCreateObj(Object) --> Trigger everytime a new object is Created
    OnDeleteObj(Object) --> Trigger everytime an object is Deleted
    OnProcessRecall(unit, recall) --> Trigger when someone Recall (even on FOW), Check Constants
    OnProcessSpell(unit, spell) --> Trigger when Someone Cast Anything, Check Constants
    OnProcessSpellCast(unit, spell) --> Trigger when someone Cast Spells Only (no AA), Check Constants
    OnProcessSpellAttack(unit, spell) --> Trigger when someone AA only (no spells), Check Constants
    OnProcessSpellComplete(unit, spell) --> Trigger when the Spell Cast is done (after windup), Check Constants
    OnProcessWaypoint(unit, waypoint) --> Trigger Everytime someone Move/Stop, Check Constants
    OnAnimation(unit, animation) --> Trigger Everytime when someone make an animation (Channel, Idle..)
    OnUpdateBuff(unit, buff) --> Trigger Everytime a buff is Updated, Check Constants
    OnRemoveBuff(unit, buff) --> Trigger Everytime a buff is Removed, Check Constants
    OnGainVision(unit) --> Trigger Everytime we Gain Vision on someone
    OnLoseVision(unit) --> Trigger Everytime we Lose Vision on someone
    OnIssueOrder(Order) --> Trigger Everytime we send an order (Attack/Move/Hold), Check Constants
    OnSpellCast(Spell) --> Trigger Everytime we send spell order, Check Constants
    OnDamage(unit, target, dmg) --> Trigger Everytime when unit deal damage to target
    OnAggro(unit, flag) --> Trigger Everytime when someone Make/Stop Aggro on you
    OnProcessPacket(Packet) --> Trigger Everytime a packet is sent/received, Check Constants
    • Globals:​​
    PrintChat(text) --> Prints to Chat (local chat only)
    MessageBox(0,text,0) --> Send a Message Box
    KeyIsDown(key) --> return true/false if key is down
    GetObjectType(Obj) --> return Object Type, Check Constants
    IsObjectAlive(Obj) --> return true/false if Object Is Alive
    GetObjectName(Obj) --> return string holding the Object Name ex: "Azir"
    GetObjectBaseName(Obj) --> return string holding the Object Base Name (often used on objects) ex: "Seed"
    IsDead(Obj) --> return true/false if Object Is Dead
    IsTargetable(Obj) --> return true/false if Object is targetable
    GetNetworkID(Obj) --> return netID
    GetTeam(Obj) --> return team, Check Constants
    GetOrigin(Obj) --> return x,y,z 
    GetRange(Obj) --> return Range
    GetHitBox(Obj) --> return HitBox
    GetLevel(Obj) --> return level (1-18)
    GetExperience(Obj) --> return total Experience
    IsVisible(Obj) --> return true/false if the object is Visible
    GetMoveSpeed(Obj) --> return MoveSpeed
    GetCurrentHP(Obj) --> return Current Health
    GetMaxHP(Obj) --> return Max Health
    GetCurrentMana(Obj) --> return Current Mana
    GetMaxMana(Obj) --> return Max Mana
    GetDmgShield(Obj) --> return "AD" Shield Amount (ex: Riven E)
    GetMagicShield(Obj) --> return "AP" Shield Amount (ex: Morgana E)
    IsCampusUp(mob) --> return true/false if the mob is up
    GetCDR(Obj) --> return CD Reduction
    GetArmorPenFlat(Obj) --> return the flat armor penetration
    GetMagicPenFlat(Obj) --> return the flat magic penetration
    GetArmorPenPercent(Obj) --> return the perentage of armor penetration
    GetMagicPenPercent(Obj) --> return the percentage of magic penetration
    GetBaseDamage(Obj) --> return Base AD amount
    GetBonusDmg(Obj) --> return Bonus AD amount
    GetBonusAP(Obj) --> return AP amount
    GetLifeSteal(Obj) --> return LifeSteal percentage
    GetSpellVamp(Obj) --> return SpellVamp percentage
    GetAttackSpeed(Obj) --> return attack speed percentage
    GetBaseAttackSpeed(Obj) --> return BaseAttackSpeed amoun (not exact)
    GetWindUp(Obj) --> return WindUp amount (not exact)
    GetCritChance(Obj) --> return Crit Chance percentage
    GetArmor(Obj) --> return armor amount
    GetBaseArmor(Obj) --> return base armor amount
    GetMagicResist(Obj) --> return MagicResist amount
    GetHPRegen(Obj) --> return health regeneration ratio
    GetMPRegen(Obj) --> return mana regeneration ratio
    GotBuff(Obj, buffname) --> return buff count of the buffname (0 if not existing)
    GetBuffCount(Obj, index) --> indexes are from 0 to 63, return Buff Count of specified index
    GetBuffName  --> indexes are from 0 to 63, return Buff Name of specified index
    GetItemSlot(Obj, itemID) --> return the slot (0 if not existing)
    GetCastLevel(Obj, Spell) --> return Spell Level
    GetCastRange(Obj, Spell) --> return Spell Range
    GetCastMana(Obj, Spell, Level) --> return Spell Mana Cost on Specified level
    GetCastCooldown(Obj, Spell Level) --> return Spell CD on Specified level (CDR not taken into account)
    GetCastName(Obj, Spell) --> return a string holding the Spell CastName 
    IsImmune(target, unit) --> return true/false if target is immune to unit
    GetLatency() --> return Current Ping/Latency in game (ms)
    GetFPS() --> return Current FPS in game
    GetTickCount --> return current passed ticks in the system
    CastTargetSpell(target, spell) --> Cast Target Spell on target
    CastSpell(spell) --> Cast selfcast spells (Kata R, Nunu R..)
    CastSkillShot(spell, pos)/CastSkillShot(spell, pos.x, pos.y, pos.z) --> Cast SkillShot on pos
    CastSkillShot2(spell, pos)/CastSkillShot2(spell, pos.x, pos.y, pos.z) --> Release SkillShot on pos 2 (ex : Xerath Q, Varus Q)
    CastSkillShot3(spell, startpos, endpos) --> Cast Special Skillshots (Viktor E, Rumble R) from startpos to endpos
    LevelSpell(spell) --> level up spell
    MoveToXYZ(x,y,z) --> move your hero
    HoldPosition() --> stop your hero
    AttackUnit(Obj) --> Attack unit
    BuyItem(ID) --> buy item
    DrawCircle(x,y,z,radius,width,quality,color) --> Draw Circle
    WorldToScreen(visfix,x,y,z) --> return x,y,flag
    WorldToMinimap(pos) --> return x,y
    DrawText(text,size,x,y,color) --> Draw Text
    DrawTextSmall(text,x,y,color) --> Draw Small Text
    FillRect(x,y,width,height,color) --> Fill Rect Pixels
    DrawDmgOverHpBar(Obj,currenthp,adandtruedmg,apdmg,color) --> draws specific damage over unit
    GetMousePos() --> return x,y,z of mouse pos
    GetCurrentTarget() --> return your current target based on GoS logic. (Not Recommended)
    GetPredictionForPlayer(StartPos,target,movespeed,speed,delay,range,width,collision(true/false),AddHitBox(true/false)) --> return PredPos.x, PredPos.y, PredPos.z, HitChance(1/0)
    ARGB(Opacity,Red,Green,Blue) --> max value is 255, return color
    GetMapID() --> return map ID, Check Constants
    GetCursorPos() --> return x,y our cursor pos
    GetResolution() --> return x,y of our resolution
    DrawLine(x1,y1,x2,y2,width,color) --> Draw Line
    DrawCircleMinimap(pos,radius,width,quality,color) --> DrawCircle on minimap
    GetItemID(Obj, slot) --> return item ID
    GetItemAmmo(Obj, slot) --> return item Ammo
    GetItemStack(Obj, slot) --> return item Stack
    GetGameTimer() --> return a float for current game time
    GetBuffData() --> return a struct, Check Constants
    GetBuffType(Obj, index) --> return buff type of the buff index
    GetBuffStacks(Obj, index) --> return buff stacks of the buff index
    GetBuffStartTime(Obj, index) --> return a float for buff start time of the buff index
    GetBuffExpireTime(Obj, index) --> return a float for buff end time of the buff index
    GetBuffTypeList(Obj, index) --> return a structure with buff types (0-31), Check Constants
    GetBuffTypeToString(int) --> return buff type name from an integer
    IsChatOpened() --> return true/false if chat is opened
    IsGameOnTop() --> return true/false if game windows is on top
    CastEmote(EmoteID) --> Cast Emote for specified ID, Check Constants
    GetDamagePrediction(Obj, delta) --> return predicted damage for Obj for the time of delta
    CreateSpriteFromFile("yourspritefile.png", scaling) --> return spriteID if found or 0, scaling is Optional
    ReleaseSprite(spriteIndex) --> Release the sprite, return true/false on success/failure
    DrawSprite(SpriteIndex,x,y,SpriteX,SpriteY,width,height,color) --> Draw the Sprite
    GetObjectSpellName(Obj) --> if the object is a spell (missile), it will return the spellname
    GetObjectSpellOwner(Obj) --> if the object is a spell (missile), it will return the object caster
    GetObjectSpellStartPos(Obj) --> if the object is a spell (missile), it returns x,y,z of the cast StartPos
    GetObjectSpellEndPos(Obj) --> if the object is a spell (missile), it returns x,y,z of the cast EndPos
    HeroSkinChanger(Obj,skinID) --> Change Object Skin
    GetGameTarget() --> return the current target generated by the game engine
    IsGoSHumanizerActive --> return true/false if humanizer is activated in GoS loader
    ModelChanger(Obj,skinID,modelname) --> change Object Model/Skin
    GetObjectModelName(Obj) --> return a string holding the ModelName
    GetLevelPoints(Obj) --> return current unused points
    BlockInput(true/false) --> Block/Unblock every possible input (mouse/keyboard)
    BlockOrder() --> Block Order (Mainly Used in OnIssueOrder)
    BlockCast() --> Block SpellCast (Mainly Used in OnSpellCast)
    GetUser() --> return a string with current name in GoS loader
    CreateDir(COMMON_PATH.."YourTestHere\\") --> Creates a Directory, returns true/false on success/failure of creating a folder in the subdirs of GoS.
    RemoveDir(COMMON_PATH.."YourTestHere\\") --> Remove a Directory, returns true/false on success/failure of removing a folder in the subdirs of GoS.
    DirExists(COMMON_PATH.."YourTestHere\\") --> returns true/false if a folder exists or not in the subdirs of GoS.
    DeleteFile("filename") --> Delete File, return true/false on success/failure
    PlaySound("filename") --> Play Sound, return true/false on success/failure
    StopSound("filename") --> Stop Sound
    IsSubscriber(X,X) --> for Devs only
    GetGroup() --> return a string holding the current user group
    BlockF7OrbWalk(true/false) --> block/unblock the orbwalk and spellcast of F7 menu in Combo tab.
    BlockF7Dodge(true/false) --> block/unblock the auto-dodge in the F7 Survival tab.
    GetTextRect(text,size,x,y) --> return x,y,w,h rect of the text area.
    Interact(Obj) --> allows you to interact with objects such as Crystal Scar towers, Thresh Lantern, Bard portals etc...
    SetCursorPos(x,y) --> Set Cursor Pos to x,y pos
    • Events Examples:​

    OnBugSplat:

    OnBugSplat(function(Error)
      PrintChat(Error)
    end)

    OnWndMsg:

    OnWndMsg(function(msg, wParam)
      PrintChat(string.format("msg = %d | wParam = %d", msg, wParam))
    end)
     
    OnObjectLoad:
    OnObjectLoad(function(Object)
      PrintChat(string.format("<font color='#00ff00'>ObjectLoaded = %s</font>",GetObjectBaseName(Object)));
    end)
     

    OnCreateObj:
    OnCreateObj(function(Object)
      PrintChat(string.format("<font color='#00ff00'>CreatedObject= %s</font>",GetObjectBaseName(Object)));
    end)
     
    OnDeleteObj:
    OnDeleteObj(function(Object)
      PrintChat(string.format("<font color='#ff0000'>DeletedObject = %s</font>",GetObjectBaseName(Object)));
    end)
     
    OnProcessRecall:
    OnProcessRecall(function(unit,recall)
    if recall.isStart then
      PrintChat(string.format("Currently %s <font color='#ffffff'>STARTED</font> %s for total time %d", GetObjectName(unit), recall.name, recall.totalTime))
    elseif recall.isFinish then
      PrintChat(string.format("Currently %s <font color='#00aaff'>FINISHED</font> Recall to the base for passed time %d", GetObjectName(unit), recall.passedTime))
    else
      PrintChat(string.format("Currently %s <font color='#ffaa00'>FAILED</font> to Recall to the base for passed time %d", GetObjectName(unit), recall.passedTime))
    end
    end)
     
    OnProcessSpell/OnProcessSpellComplete/OnProcessSpellAttack/OnProcessSpellCast:
    OnProcessSpell(function(unit,spell)
        PrintChat(string.format("'%s' casts '%s'; Windup: %.3f Animation: %.3f", GetObjectName(unit), spell.name, spell.windUpTime, spell.animationTime))
    end)
     
    OnProcessWaypoint:
    OnProcessWaypoint(function(unit,waypoint)
    if unit == GetMyHero() then
      if waypoint.index == 1 then
        place = waypoint.position;
      end
      if waypoint.index == 2 then
        place2 = waypoint.position;
      end
    end
    end)
     
    OnAnimation:
    OnAnimation(function(unit, animation)
    if unit == myHero then
      PrintChat(animation)
    end
    end)
     
    OnUpdateBuff:
    OnUpdateBuff(function(unit,buff)
    PrintChat(string.format("<font color='#00ff00'>Champion [%s] Updated:</font> BuffName: [%s] BuffType: [%d] BuffCount: [%d] BuffStacks: [%f] StartTime: [%f] ExpireTime: [%f]",GetObjectName(unit),buff.Name,buff.Type,buff.Count,buff.Stacks,buff.StartTime,buff.ExpireTime));
    end)
     

    OnRemoveBuff:
    OnRemoveBuff(function(unit,buff)
    PrintChat(string.format("<font color='#00ff00'>Champion [%s] Removed:</font> BuffName: [%s] BuffType: [%d] BuffCount: [%d] BuffStacks: [%f] StartTime: [%f] ExpireTime: [%f]",GetObjectName(unit),buff.Name,buff.Type,buff.Count,buff.Stacks,buff.StartTime,buff.ExpireTime));
    end)
     
    OnGainVision:
    OnGainVision(function(unit)
    PrintChat(string.format("<font color='#00ff00'>GainedVision = %s</font>",GetObjectName(unit)));
    end)
     
    OnLoseVision:
    OnLoseVision(function(unit)
      PrintChat(string.format("<font color='#ff0000'>LostVision = %s</font>",GetObjectName(unit)));
    end)

    OnIssueOrder:

    OnIssueOrder(function(Order)
    if Order.flag == 2 then
      BlockOrder()
    end
    end)

    OnSpellCast:

    OnSpellCast(function(spell)
    if spell.spellID == _Q then
      BlockCast()
    end
    end)

    OnDamage:

    OnDamage(function(unit,target,damage)
    PrintChat(string.format("<font color='#ff0000'>OnDamage:</font> Sender: [%s] Receiver: [%s] Damage: [%f]",GetObjectName(unit),GetObjectName(target),damage));
    end)

    OnAggro:

    OnAggro(function(unit,flag)
      if flag then
        PrintChat(string.format("<font color='#ff0000'>OnAggro gained from = %s</font>",GetObjectName(unit)))
      else
        PrintChat(string.format("<font color='#00ff00'>OnAggro lost from = %s</font>",GetObjectName(unit)))
        end
    end)

    OnProcessPacket:

    OnProcessPacket(function(p)
    p.pos = 2
    local nID = p:Decode4()
    local target = GetObjByNetID(nID)

    if target and GetObjectName(target) ~= ""  then
      PrintChat(p.header)
    end

    end)
    • Constants and Structs:​

    Spells :

    _Q (0)
    _W (1)
    _E (2)
    _R (3)
    SUMMONER_1 (4)
    SUMMONER_2 (5)
    RECALL
    ITEM_1 (6)
    ITEM_2 (7)
    ITEM_3 (8)
    ITEM_4 (9)
    ITEM_5 (10)
    ITEM_6 (11)
    ITEM_7 (12)

    GetObjectType(Obj) :

    Obj_AI_SpawnPoint
    Obj_AI_Camp
    Obj_AI_Barracks
    Obj_AI_Hero
    Obj_AI_Minion
    Obj_AI_Turret
    Obj_AI_LineMissle
    Obj_AI_Shop

    CanUseSpell(unit, spell) :

    READY
    NOTAVAILABLE
    NOTLEARNED
    READYNONCAST
    UNKNOWN
    ONCOOLDOWN
    NOMANA

    GetSpellData(Obj, spell) :

    .level
    .cdEndTime
    .ammo
    .rechargeEndTime
    .toggleState
    .spellCd
    .ammoCd

    GetSpellData(Obj, spell).toggleState :

    0=untoggleable
    1=untoggled
    2=toggled

    OnUpdateBuff/OnRemoveBuff/GetBuffData.Type/GetBuffType(Obj, buffindex) :

    Internal = 0
    Aura = 1
    CombatEnchancer = 2
    CombatDehancer = 3
    SpellShield = 4
    Stun = 5
    Invisibility = 6
    Silence = 7
    Taunt = 8
    Polymorph = 9
    Slow = 10
    Snare = 11
    Damage = 12
    Heal = 13
    Haste = 14
    SpellImmunity = 15
    PhysicalImmunity = 16
    Invulnerability = 17
    Sleep = 18
    NearSight = 19
    Frenzy = 20
    Fear = 21
    Charm = 22
    Poison = 23
    Suppression = 24
    Blind = 25
    Counter = 26
    Shred = 27
    Flee = 28
    Knockup = 29
    Knockback = 30
    Disarm = 31

     

    Event : OnProcessSpell/OnProcessSpellComplete/OnProcessSpellCast/OnProcessSpellAttack (unit,spell) :

    spell.name
    spell.windUpTime
    spell.animationTime
    spell.castSpeed
    spell.startPos
    spell.endPos
    spell.target
    

  • 11

#2
Krystra

Krystra

    Sexy Developer

  • Contributor
  • 417 posts

Wow really nice good job buddy :)


  • 0

#3
Deftsu

Deftsu

    donthackourgames

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

Wow really nice good job buddy :)

 

hope that this will help new coming devs :)


  • 0

#4
Hanndel

Hanndel

    datebest.net - visit website and win smartphone!

  • Contributor
  • 604 posts
  • Locationhttps://t.me/pump_upp
Nice info post
  • 0

#5
BaeSuzy

BaeSuzy

    Advanced Member

  • Members
  • 388 posts
  • LocationBae Suzy

thanks very much understand api.

do you have in order E > Q? i can't find it.

a way i figure out this code myself E cast first then Q correct if i'm wrong.

line of number 8 somewhat "or not" what the opposite of not? a blank?

function CastE()
	if q.Combo.E:Value() then
		for _, target in pairs(GetEnemyHeroes()) do
			if IsReady(_E) and ValidTarget(target, GetCastRange(myHero,_E)) then
			CastTargetSpell(target, _E)end
			
	if q.Combo.Q:Value() then
		if ValidTarget(target, 875) or not IsReady(_E) then
			local hitchance, pos = QQ.pred:Predict(target)
			if hitchance > 2 then
			CastSkillShot(_Q, pos)end
			end
		end
	end
end
end

  • 0

#6
FlyFloop

FlyFloop

    Advanced Member

  • Donator
  • 458 posts

gj my teacher  PogChamp


  • 0

#7
Deftsu

Deftsu

    donthackourgames

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

 

thanks very much understand api.

do you have in order E > Q? i can't find it.

a way i figure out this code myself E cast first then Q correct if i'm wrong.

line of number 8 somewhat "or not" what the opposite of not? a blank?

function CastE()
	if q.Combo.E:Value() then
		for _, target in pairs(GetEnemyHeroes()) do
			if IsReady(_E) and ValidTarget(target, GetCastRange(myHero,_E)) then
			CastTargetSpell(target, _E)end
			
	if q.Combo.Q:Value() then
		if ValidTarget(target, 875) or not IsReady(_E) then
			local hitchance, pos = QQ.pred:Predict(target)
			if hitchance > 2 then
			CastSkillShot(_Q, pos)end
			end
		end
	end
end
end

 

and not not or not lol :huh:


  • 0

#8
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Ty. Could you help me get path from point A to point B?


  • 0

#9
Deftsu

Deftsu

    donthackourgames

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

Ty. Could you help me get path from point A to point B?

 

GetDistance(A,B)

  • 0

#10
mirageofpenguins

mirageofpenguins

    Newbie

  • Members
  • 3 posts

You should really consider to add properties.


  • 0

#11
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States
GetDistance(A,B)

I meant all paths if hero moves from point A to B


  • 0

#12
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

dunno some packets are not passed through processpacket callback such as s_move


  • 0

#13
RedBull

RedBull

    Newbie

  • Members
  • 1 posts

Nice a very compleet API.

I have one question where can i see for example callback OnProcessWaypoint(unit, waypoint) i wanna know how it works

 

ye i know how to use it and what is does but i wanna see the source is this possible or not on this forum?

i wanna see alot of those sources where can i find them?

Regards,

RedBull


 


  • 0

#14
Ryzuki

Ryzuki

    Advanced Member

  • Contributor
  • 297 posts
  • LocationOsu!z

Nice a very compleet API.

I have one question where can i see for example callback OnProcessWaypoint(unit, waypoint) i wanna know how it works

 

ye i know how to use it and what is does but i wanna see the source is this possible or not on this forum?

i wanna see alot of those sources where can i find them?

Regards,

RedBull


 

You know how to use so why you don't test around with it?

Btw prediction scripts would have


  • 0

#15
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Nice a very compleet API.

I have one question where can i see for example callback OnProcessWaypoint(unit, waypoint) i wanna know how it works

 

ye i know how to use it and what is does but i wanna see the source is this possible or not on this forum?

i wanna see alot of those sources where can i find them?

Regards,

RedBull


 

http://gamingonstero...ha-version-018/

or as Ryzuki said, take a look at OpenPredict in your common folder


  • 0

#16
MonkeyKid

MonkeyKid

    Advanced Member

  • Members
  • 112 posts
  • LocationBrazil

Is this the same API as the external version?


  • 0

#17
Deftsu

Deftsu

    donthackourgames

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

Is this the same API as the external version?


no, the external API is on the announcment thread
  • 0

#18
Galaxy

Galaxy

    Advanced Member

  • Members
  • 31 posts
  • LocationGetLocation();

Do we have isWall or isGrass(Brush) callbacks ?


  • 0

#19
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Do we have isWall or isGrass(Brush) callbacks ?

Not yet ^_^ we use MapPosition atm


  • 0

#20
Ryzuki

Ryzuki

    Advanced Member

  • Contributor
  • 297 posts
  • LocationOsu!z

Do we have isWall or isGrass(Brush) callbacks ?

Why isWall callback? trigger when someone move into a wall? .-.


  • 0




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users