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[Patch 8.6] External Bugs & Broken API / Suggestions

bugs api broken suggestion patch 8.6

Best Answer Feretorix , 22 March 2018 - 02:03

I can confirm buff.stacks and buff.count was the problem. Now it's fixed.

 

And please understand about EXT drawings if you want to report that again .... the window is external and it can't possibly sync at 100% just like internal (injected) drawings, that's why there is sometimes small stutter and it has been like that forever (since the first release of EXT). The bigger FPS difference from the overlay and game, the easier is to notice, even a half frame difference will show a stutter.

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13 replies to this topic

#1
ReverseMisaya

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Let's make GoS great again this patch...

 

Post all of your patch 8.6 developer-related issues and/or suggestions here.

Makes it easier for our hard-working admin to solve stuff (and maybe answer them :dogecry: )

 

This is not the place to post stuff why your game doesn't work

Those issues should be posted here: http://gamingonstero...rum/41-support/


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#2
Feretorix

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Can somebody investigate what's the issue with script "8-official-Activator.lua".

 

It drinks all the possible stacks of a potion, when the health goes below the threshold.

 

 

 

Suspecting that the curlprit is around the following lines:
Line 216 >>>> currentlyDrinkingPotion = true;


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#3
DamnedNooB

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Probably something with buffs, buff.count or smthing, as xerath seems not to work and he is using that for almost all casts. Will check when im back home
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#4
Feretorix

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✓  Best Answer

I can confirm buff.stacks and buff.count was the problem. Now it's fixed.

 

And please understand about EXT drawings if you want to report that again .... the window is external and it can't possibly sync at 100% just like internal (injected) drawings, that's why there is sometimes small stutter and it has been like that forever (since the first release of EXT). The bigger FPS difference from the overlay and game, the easier is to notice, even a half frame difference will show a stutter.


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#5
themagicalgamer32

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I can confirm buff.stacks and buff.count was the problem. Now it's fixed.

 

And please understand about EXT drawings if you want to report that again .... the window is external and it can't possibly sync at 100% just like internal (injected) drawings, that's why there is sometimes small stutter and it has been like that forever (since the first release of EXT). The bigger FPS difference from the overlay and game, the easier is to notice, even a half frame difference will show a stutter.

Could you add the ability to fps limit gos? That way I could sync gos with my lol fps, it would be helpful.


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#6
ReverseMisaya

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...

 

1. Could you please explain how to use Draw.Font ?

- Posted before, but no reply: http://gamingonstero...-drawfont-work/

 

2. Is it possible to add minbbox and maxbbox (object's boundingbox) to external?

- This will allow us to calculate the center of every object model to get the most optimal mouse-click point.


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#7
Kypo

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At injection I get 2 errors like "getPing" and I think "getMap" something ( don't remember ) and my menu wasn't appearing? o.O I was so motivated to continue with my scripts and then LoL Update xd


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#8
Kypo

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Nvm, my bad, previously it didn't update the loader for some reason!


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#9
RMAN

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.boundingRadius is divided by 2 (previously 70 is now 35, 60 is now 30.. etc) not really a bug but it might be worth noticing


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#10
Maxxxel

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myHero:GetSpellData(slot).ammo
myHero:GetItemData(slot).ammo

 

myHero:GetItemData(slot).stacks always 1 so useless

Still ****ed: https://i.gyazo.com/...264cfc66d7a.gif

 

 

AND EVERYTHING I WROTE ON SKYPE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


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#11
RMAN

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myHero.attackData.target doesnt update as it should (You change targets and the handle stays the same)

EDIT: More noticeable attacking minions and jungle mobs


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#12
ReverseMisaya

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myHero.attackData.target doesnt update as it should (You change targets and the handle stays the same)

EDIT: More noticeable attacking minions and jungle mobs

 

Seems to work fine for me (minions / jungle mobs / heroes).

It only updates during windup, then reverts back to a (random) previous handle.


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#13
RMAN

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Seems to work fine for me (minions / jungle mobs / heroes).

It only updates during windup, then reverts back to a (random) previous handle.

It shouldnt "reverts back to a (random) previous handle." tho, should it?  :s: 

EDIT: Thats not the problem actually, sometimes it just wont update correctly.

Spoiler

On the example above 4 seconds passes before the handle gets updated, sometimes it works fine.
(The red triangle indicates whose handle it is)

 


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#14
ReverseMisaya

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It shouldnt "reverts back to a (random) previous handle." tho, should it?  :s:

 

Shouldnt matter if you save the last handle beforehand


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