Since i am going on vacation and we're going to be on a standby for 7 days without me exporting new API functions. I want to make things clear to you guys where we are headed to and what is going to happen with the tool in the future.
First we will continue with the API (when i come back):
OnCreateObject, OnUpdateObject?, OnDeleteObject, GetCursorPos, GetWaypoints, OnProcessPacket, SCRIPTS_PATH, COMMON_PATH, FileExists, DownloadFile, DrawLines, GetKillsCount, GetDeathsCount, GetAssistsCount, GetCSCount, F7DodgingBool, GetGameTimer, GetGameMap, and much more i have forgotten to mention.
The approach i have taken with OnLoop and OnObjectLoop was not the best one and is FPS consuming for slower computers, including the need of calling functions like GetMaxHP or any other. We will be moving on OnCreateObject, where the object will have members like object.maxHealth to save resources. (I really need to confirm on this first, else it will be still useless)
Second we will continue with the Loader, the moment when we will escape from ALPHA and become BETA:
Add language support for the Loader & Tool In-Game. Add the ability to install scripts with 1 click from the site, and a scriptlist in the Loader itself (like is in some competitors right now)
Third we will concentrate again on LUA Common libraries and script menu proper implementation and language support:
With the hope of the API exports we will be able to make libs like HealthPrediction, CustomEvade, CustomPrediction, SpellsDmgLib, SpellTypes, WallLibs, OrbwalkingLibs and much more of the kind. But the most important would be the MenuLib which with my help, it will be stickied to the F7 menu in a new TAB, will have the same color scheme design like the F7 menu (with submenus), but the listing approach should be like this: done by Krystian ! With my help, we will have LUA menu with different language support and settings saving.
Not the last thing (but last in this thread for the moment) would be a script database, which will be connected to GoS and people with 1 click will be able to install scripts which want to use. In game GoS will detect which champion they're playing and after they're spawned in base, asked which champion script want to load. The need of installing different libraries should be eliminated, as everything will be coming built in GoS.
What the average user is left at the end:
-Lightweight Loader
-One click install custom scripts from a DB (if it's not already embedded into GoS)
-Embedded professional scripts (which are godly and commonly used)
-Prompted at champion spawn which scripts to load (if more than 1 available) (this will be an option)
-Loader in user native language
-In-Game menu settings in native language
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The future plans for GoS improvement.
Started By
Feretorix
, Aug 07 2015 01:06
#1
Posted 07 August 2015 - 01:06
#2
Posted 07 August 2015 - 01:16
cool #firstreply
#3
Posted 07 August 2015 - 01:28
You are the Best
#4
Posted 07 August 2015 - 01:32
Thanks for keeping us updated, I like what will come in the future
I can translate it to dutch if needed
I can translate it to dutch if needed
#5
Posted 07 August 2015 - 01:32
Yes these are perfect! Have fun on vacation!
#6
Posted 07 August 2015 - 01:34
Anyone will be able to grab the language english files and translate it to their own language, post it in the appropriate section so i can upload & embed it to GoS itself.
#7
Posted 07 August 2015 - 02:00
thanks
you are the best
#8
Posted 07 August 2015 - 02:07
Looks like a lot of work is going to be done :v
#9
Posted 07 August 2015 - 02:10
Add please:
GetItemIDInSlot(slotid) - returns nil or 0, or ID of item inside slot.
GetItemStacksInSlot(slotid) - returns nil if no item there, 0 to 255 if there is one. 0 means plain item (like Infinity Edge) or 0 stacks item (like newly bought RoA). Also could be used with potions.
If you do so, I could write a function 'getEffectiveGoldCost', it is nessesary for my TargetSelector
GetItemIDInSlot(slotid) - returns nil or 0, or ID of item inside slot.
GetItemStacksInSlot(slotid) - returns nil if no item there, 0 to 255 if there is one. 0 means plain item (like Infinity Edge) or 0 stacks item (like newly bought RoA). Also could be used with potions.
If you do so, I could write a function 'getEffectiveGoldCost', it is nessesary for my TargetSelector
#10
Posted 07 August 2015 - 02:13
thanks
#11
Posted 07 August 2015 - 02:27
#12
Posted 07 August 2015 - 02:33
have a nice vacation
hope it will be easy for you to do all that :v
btw i can help in arabic/french translation
#NextweekBig #Hype
hope it will be easy for you to do all that :v
btw i can help in arabic/french translation
#NextweekBig #Hype
#13
Posted 07 August 2015 - 02:33
double post
#14
Posted 07 August 2015 - 02:47
Keep up the good work
#15
Posted 07 August 2015 - 03:12
Loved it. Especially the part where you say that you will take a look at your approach on OnLoop and ObjectLoop for less fps drops.
#16
Posted 07 August 2015 - 03:41
This seems goddam impressive and awesome
Can't wait to have all these functions operating
#17
Posted 07 August 2015 - 03:49
can't wait this project is getting more and more great
#18
Posted 07 August 2015 - 04:02
#19
Posted 07 August 2015 - 04:29
no C# support?
#20
Posted 07 August 2015 - 04:47
THE GOD
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