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GoS Official API


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#1
Deftsu

Deftsu

    donthackourgames

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  • 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

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Wow really nice good job buddy :)


  • 0

#3
Deftsu

Deftsu

    donthackourgames

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Wow really nice good job buddy :)

 

hope that this will help new coming devs :)


  • 0

#4
Hanndel

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Nice info post
  • 0

#5
BaeSuzy

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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

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gj my teacher  PogChamp


  • 0

#7
Deftsu

Deftsu

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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

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


  • 0

#9
Deftsu

Deftsu

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

 

GetDistance(A,B)

  • 0

#10
mirageofpenguins

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You should really consider to add properties.


  • 0

#11
Meeboo

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GetDistance(A,B)

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


  • 0

#12
Meeboo

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


  • 0

#13
RedBull

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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

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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

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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

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Is this the same API as the external version?


  • 0

#17
Deftsu

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Is this the same API as the external version?


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

#18
Galaxy

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  • LocationGetLocation();

Do we have isWall or isGrass(Brush) callbacks ?


  • 0

#19
Meeboo

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Do we have isWall or isGrass(Brush) callbacks ?

Not yet ^_^ we use MapPosition atm


  • 0

#20
Ryzuki

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Do we have isWall or isGrass(Brush) callbacks ?

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


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