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

[6.13] Blitzgrab 2.06 [Open Predict, GPrediction] new option AUTOGRAB


Best Answer gamsteron , 20 June 2016 - 01:49

Is this script had auto grab ?

 

2.02 - 2.06

hitchance immobile possible in menu - this can be important if use auto grab

added auto grab ON/OFF

auto grab only on selected target ON/OFF

fixed RQ no collide

removed GamSterOn Prediction - idk but 2 months ago was better with 90% hitchance and i no more support this pred

Go to the full post »


  • This topic is locked This topic is locked
74 replies to this topic

#21
Zwei

Zwei

    Advanced Member

  • Contributor
  • 2,201 posts

1.6 added
 
i made new prediction logic c#:  -> i'll add this in 1.7 update
 
tB01LOY.png

public static Vector3 GetPosition(Obj_AI_Base unit, int lenght)
		{
			if (Events.waypoints[unit.NetworkId].count < 3)
			{
				float x = Events.waypoints[unit.NetworkId].paths[1].X - unit.Position.X;
				float y = Events.waypoints[unit.NetworkId].paths[1].Y - unit.Position.Y;
				float dist = GetDistance(x, y);
				if (dist > lenght)
				{
					Vector3 dir = (Events.waypoints[unit.NetworkId].paths[1] - unit.Position) / dist;
					return unit.Position + (dir * lenght);
				}
				return Events.waypoints[unit.NetworkId].paths[1];
			}
			return PointOnRoad(unit, lenght);
		}
		
		static Vector3 PointOnRoad(Obj_AI_Base unit, int extension)
		{
			float d = 0f;
			for (int i = 1; i < Events.waypoints[unit.NetworkId].count; i++)
			{
				float xx = Events.waypoints[unit.NetworkId].paths[i].X - Events.waypoints[unit.NetworkId].paths[i-1].X;
				float yy = Events.waypoints[unit.NetworkId].paths[i].Y - Events.waypoints[unit.NetworkId].paths[i-1].Y;
				d = d + GetDistance(xx,yy);
				if ( d > unit.MoveSpeed * ( ( Game.Time * 1000 ) - Events.waypoints[unit.NetworkId].last_move_time ) / 1000 )
				{
					float dist = 0f;
					float x = Events.waypoints[unit.NetworkId].paths[i].X - unit.Position.X;
					float y = Events.waypoints[unit.NetworkId].paths[i].Y - unit.Position.Y;
					dist = GetDistance(x,y);
					if (dist > extension)
					{
						Vector3 dir = ( Events.waypoints[unit.NetworkId].paths[i] - unit.Position ) / dist;
						return unit.Position + ( dir * extension );
					}
					if (i == Events.waypoints[unit.NetworkId].count - 1)
					{
						return Events.waypoints[unit.NetworkId].paths[i];
					}
					for (int j = i+1; j < Events.waypoints[unit.NetworkId].count; i++)
					{
						float x2 = Events.waypoints[unit.NetworkId].paths[j].X - Events.waypoints[unit.NetworkId].paths[j-1].X;
						float y2 = Events.waypoints[unit.NetworkId].paths[j].Y - Events.waypoints[unit.NetworkId].paths[j-1].Y;
						float dist2 = GetDistance(x2,y2);
						if (dist2 > extension - dist)
						{
							Vector3 dir = ( Events.waypoints[unit.NetworkId].paths[j] - Events.waypoints[unit.NetworkId].paths[j-1] ) / dist2;
							return Events.waypoints[unit.NetworkId].paths[j-1] + ( dir * ( extension - dist ) );
						}
						if (j == Events.waypoints[unit.NetworkId].count - 1)
						{
							return Events.waypoints[unit.NetworkId].paths[j];
						}
						dist = dist + dist2;
					}
				}
			}
			return Vector3.Zero;
		}

We don't have path yet
  • 0

#22
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

We don't have path yet

ya :dogecry: 


  • 0

#23
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

We don't have path yet

OnProcessWaypoint(function(unit,waypoint)

end)

first waypoint.index = path.Count()

for example return

4

3

2

1

 

4 is start position

1 is unit last path

 

path[4] -> path[3] first section

path[3] -> path[2] second section

path[2] -> path[1] last section


  • 0

#24
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

I recorded video:


  • 1

#25
kuteznh0k

kuteznh0k

    Member

  • Members
  • 10 posts

shift

i pressed shift then it open a menu. then what i need to do next? can u help me pls? i really don't know how to use....


  • 0

#26
Zwei

Zwei

    Advanced Member

  • Contributor
  • 2,201 posts
OnProcessWaypoint(function(unit,waypoint)

end)

first waypoint.index = path.Count()

for example return

4

3

2

1

 

4 is start position

1 is unit last path

 

path[4] -> path[3] first section

path[3] -> path[2] second section

path[2] -> path[1] last section

 

 

:o 


  • 0

#27
Deftsu

Deftsu

    donthackourgames

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

:o

 

yup :nod:


  • 0

#28
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.8

removed:

- orbwalker

 

added:

- support for all orbwalkers [iow, pw, f7, goswalk, dac] https://github.com/g...zcrank.lua#L265

- support for predictions [Open Predict, GPrediction, GamSterOn Prediction]

- disable attacks if E Ready

- Cast E in Q Cast time

 

 

 

1.7

removed:

- object manager

 

fixed:

- target selector

- minion collision

- orbwalker

- fixed prediction windup time

- manual target selection


  • 0

#29
CptZeyx

CptZeyx

    Henry

  • Banned
  • PipPipPip
  • 784 posts
  • LocationBetween here and there
Nice to see you back
  • 1

#30
klurosu

klurosu

    Advanced Member

  • Donator
  • 210 posts
  • LocationAtlanta

Impressive job!!!

 

congratz!


  • 1

#31
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

soon

- GamSterOn Orbwalker -> other orbwalkers collide with my target selector, or if i'll change target for orbwalkers

- Fix F7 Orbwalker support (auto disable F7 if other orbwalker is enabled - now my addon enable f7 orbwalker all time)

- Better Target Selector Priority - maybe you remember my funboxxx rengar ts - auto select if in range (range = menu value) highest priority enemy, if not 1 then select 2 (for apc and adc). If not apc or adc then normal calculate ts.

- Add E on Auto Attack if possible  ok it's not possible, disable attack if E ready is good logic, better than use E after|before attack - he stun target to protect allies

- add hero collision for all predictions


  • 1

#32
klurosu

klurosu

    Advanced Member

  • Donator
  • 210 posts
  • LocationAtlanta

soon

- GamSterOn Orbwalker -> other orbwalkers collide with my target selector, or if i'll change target for orbwalkers

- Fix F7 Orbwalker support (auto disable F7 if other orbwalker is enabled - now my addon enable f7 orbwalker all time)

- Better Target Selector Priority - maybe you remember my funboxxx rengar ts - auto select if in range (range = menu value) highest priority enemy, if not 1 then select 2 (for apc and adc). If not apc or adc then normal calculate ts.

Good news!!

 

btw: I love your funboxxx rengar :)


  • 0

#33
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.9/1.91

 

*

fixed selected target:

- validtarget check

- now return selected target if is valid and not only if valid in 1000 range

 

*

now F7 Orbwalker is disabled at start

no more F7 collide

 

*

added Hero Collision for GPrediction, GamSterOn Prediction, Open Predict

fixed GamSterOn Q Prediction Speed 1800->1700


  • 1

#34
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Nice. Actually gprediction has both minion and hero collision checks but your method works too

Spoiler

  • 1

#35
klurosu

klurosu

    Advanced Member

  • Donator
  • 210 posts
  • LocationAtlanta

amazing!, i love this work


  • 0

#36
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.92

fixed GPrediction Collision


  • 2

#37
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Request option for autograp dashing enemy (like Tristana's W) Kappa

For dashing enemies, openpredict gives hitchance = 0.99 and gPred gives hitchance = 4 (immobile = 5)

Edited: Also blink enemies such as Flash/Ezreal's E


  • 0

#38
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

Request option for autograp dashing enemy (like Tristana's W) Kappa

For dashing enemies, openpredict gives hitchance = 0.99 and gPred gives hitchance = 4 (immobile = 5)

Edited: Also blink enemies such as Flash/Ezreal's E

 

Auto Grab if open predict hitchance >=0.99 gPred >=4. I understood ? xD


  • 0

#39
Meeboo

Meeboo

    Advanced Member

  • Scripts Developer
  • 786 posts
  • LocationUnited States

Auto Grab if open predict hitchance ==0.99 gPred == 4. I understood ? xD

:D


  • 1

#40
gamsteron

gamsteron

    Advanced Member

  • Scripts Developer
  • 931 posts

1.93/1.94

- GPrediction Menu Hitchance 1-5 4-dashing 5- immobile

- AutoQ if enemy is dashing (Tristana W etc.) option in menu default disabled enabled


  • 0




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users