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[Patch 8.7] External Bugs & Broken API / Suggestions

bugapi broken suggestion patch 8.7

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12 replies to this topic

#1
ReverseMisaya

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Another patch, another day for Fere to lurk on the forums...

Post all of your patch 8.7 developer-related issues and/or suggestions here.

 

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

Those issues should be posted here: http://gamingonstero...um/159-support/


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#2
ReverseMisaya

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Fere, ages ago I asked a question...

Please explain how Draw.Font works: http://gamingonstero...-drawfont-work/


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#3
ReverseMisaya

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obj.boundingRadius has been reverted to its original calculation. No need to multiply it with x-number to get the correct value.


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#4
yaddle

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Hello, it's me or obj.dir is wrong since last patch ?

You can test it just with this little code : 

Callback.Add("Draw", function()
    Draw.Circle(myHero.dir)
    Draw.Line(myHero.pos:To2D(), myHero.dir:To2D())
end)

It always point out of the map or at our base and it's never updated, even when we are moving. I tested for my hero and enemy champ.

 

Could somebody confirm it or I'm a retard ? ^^ In all case, it's annoying cause all functions I use to know if an enemy is facing are broken.
 


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#5
DamnedNooB

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Hello, it's me or obj.dir is wrong since last patch ?

You can test it just with this little code : 

Callback.Add("Draw", function()
    Draw.Circle(myHero.dir)
    Draw.Circle(myHero.pos:To2D(), myHero.dir:To2D())
end)
It always point out of the map or at our base and it's never updated, even when we are moving. I tested for my hero and enemy champ.
 
Could somebody confirm it or I'm a retard ? ^^ In all case, it's annoying cause all functions I use to know if an enemy is facing are broken.
Idk, never used. But you can work around with pathing
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#6
yaddle

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Idk, never used. But you can work around with pathing

Yeah I guess I can manage  with .posTo or pathing.endPos but what if the enemy is not moving ? If his .posTo (or pathing.endPos) is the same as his .pos. ? This champ could be facing you or turning his back on you :/

 

If you can put me on a working way, it would be nice :)


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#7
ReverseMisaya

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Yeah I guess I can manage  with .posTo or pathing.endPos but what if the enemy is not moving ? If his .posTo (or pathing.endPos) is the same as his .pos. ? This champ could be facing you or turning his back on you :/

 

If you can put me on a working way, it would be nice :)

 

Both .posTo and pathing.endPos do not contain the data you want for a custom solution. 

What you want to do is save the current path of a unit and check if it changes on a move order.

 

Here is some untested code (not behind my desk atm, so cant grab the tested version), but you should be able to figure out how to make it work.

Note: most of the pathing data is broken, also the data you get from :GetPath()

local dirOnMoveOrder = {}
function HasMoved(unit)
	local index = unit.pathing.pathIndex
	local currPath = unit:GetPath(index)
	local prevPath = dirOnMoveOrder[unit.networkID] or myHero.pos
	local isMoving = unit.pathing.hasMovePath
	if isMoving and index ~= 0 and prevPath ~= currPath then
		dirOnMoveOrder[unit.networkID] = currPath --maybe extend this from unit, so it wont bug when the unit reaches his endPos
		return true
	end
end

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#8
sikaka

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Can confirm .dir doesn't seem to be working. 

 

Cannot find a workaround to get the direction Taliyah W will push people :( tried active spell data, particle data, etc. Without a .dir value I dont see a way to calculate it sadly.


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#9
DamnedNooB

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@Feretorix


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#10
RMAN

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.dir is based on where your last move was and has always been like that for me.

You cant 100% get directions using move path as Misaya said because some spells will change where the hero is facing without changing paths (Sion's Q or Cassio R for ex)

 

To solve the Taliyah problem you can probably use particles (Thats what I did for Sion's Q)


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#11
sikaka

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.dir is based on where your last move was and has always been like that for me.

You cant 100% get directions using move path as Misaya said because some spells will change where the hero is facing without changing paths (Sion's Q or Cassio R for ex)
 
To solve the Taliyah problem you can probably use particles (Thats what I did for Sion's Q)



The particles are not offset at all. Without being able to read the direction the actual object is facing t won't be possible
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#12
yaddle

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Both .posTo and pathing.endPos do not contain the data you want for a custom solution. 

What you want to do is save the current path of a unit and check if it changes on a move order.

 

Here is some untested code (not behind my desk atm, so cant grab the tested version), but you should be able to figure out how to make it work.

Note: most of the pathing data is broken, also the data you get from :GetPath()

local dirOnMoveOrder = {}
function HasMoved(unit)
	local index = unit.pathing.pathIndex
	local currPath = unit:GetPath(index)
	local prevPath = dirOnMoveOrder[unit.networkID] or myHero.pos
	local isMoving = unit.pathing.hasMovePath
	if isMoving and index ~= 0 and prevPath ~= currPath then
		dirOnMoveOrder[unit.networkID] = currPath --maybe extend this from unit, so it wont bug when the unit reaches his endPos
		return true
	end
end

I tested your code and as you said, I extended currPath.

it's working really well! Thanks for the fix, you're great, I can now simulate a .dir vector.


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#13
Weedle

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@Feretorix I PM'ed u on the forum about a bug pls read  :wub:  


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