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

[Patch 8.8] External Bugs & Broken API / Suggestions

bugs api broken suggestions patch 8.8

  • Please log in to reply
21 replies to this topic

#1
ReverseMisaya

ReverseMisaya

    Advanced Member

  • Members
  • 127 posts
  • Location🔰 SPACE 🔰

This time, lets hope Fere comes out of his cave and actually fixes stuff...

Post all of your patch 8.8 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/


  • 3

#2
ReverseMisaya

ReverseMisaya

    Advanced Member

  • Members
  • 127 posts
  • Location🔰 SPACE 🔰

Unresolved since previous patch(es):

 

- Pathing data (most of it is broken. For example <.dir>)

- MissileData (hasnt been fixed for a couple of patches)

- GetSpellData (contains old, bogus data. For example <.speed>)

- Draw.Font (usage unknown)


  • 3

#3
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,177 posts
Encryption is removed as it was inside EXT as a mistake when being ported from INT more than a year ago. I've been warning developers not to use it and right now we're in the situation where I had to remove it for the safety of the users. Any developer should be free to update their scripts without LoadGOSScript();

Pathing is working perfectly, at least I can confirm it in 8.8 patch: (hint - nothing is changed in pathing from 8.7)
 
for i = 1, Game.HeroCount() do
	local hero = Game.Hero(i)
	if hero.alive and hero.visible then
		local path = hero.pathing;
		if path.hasMovePath then
			for i = path.pathIndex, path.pathCount do
				local path_vec = hero:GetPath(i)
				if path.isDashing then
					Draw.Circle(path_vec,100,1,Draw.Color(255,0,0,255))
					else
					Draw.Circle(path_vec,100,1,Draw.Color(255,225,255,255))
					end
				end
			end
		end
	end
80bd349f1d.gif


The same goes for MissileData:



http://gamingonsteroids.com/loader_files/lex_official_scripts/10-official-SkillshotDetector.lua
8a01477a59.gif


.Speed also works fine...

As for fonts it's really well explained:


local font = Draw.Font(FONTS_PATH.."DejaVuSans.ttf", "DejaVu Sans"); --create it only once!
Draw.Text("Hello World", 24, 100, 100, 0xFFFFFFFF, font)
And how to get the font "name".

15ae2a8de8.png


Also I am wondering why you're so interested on the API operations while having zero releases in the forums? Are you developing for personal use?
  • 4

#4
DamnedNooB

DamnedNooB

    Advanced Member

  • Scripts Developer
  • 929 posts

 

https://github.com/R...YA/GoS-External maybe soonTM Doge


  • 1

#5
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,177 posts

https://github.com/R...YA/GoS-External maybe soonTM Doge


Thank you for the information.
  • 0

#6
themagicalgamer32

themagicalgamer32

    Advanced Member

  • +VIP
  • 218 posts
  • LocationMinnesota, USA

He's working on a orb leigha has showed it off
  • 0

#7
themagicalgamer32

themagicalgamer32

    Advanced Member

  • +VIP
  • 218 posts
  • LocationMinnesota, USA

Thank you for the information.


  • 0

#8
yaddle

yaddle

    Advanced Member

  • Contributor
  • 414 posts

Oooh Feretorix you forgot the .dir Vector in your checks for path. 


  • 0

#9
sikaka

sikaka

    Advanced Member

  • Trial Developer
  • 594 posts

 

 

 

 

.dir information for objects was one of the things reported as wrong with paths. As a related question it seems unlikely particles will have a direction value but there does have to be some data in the client referencing the rotation of the particle objects. 

 

Without being able to read the direction of these particles it will cause issues for a few champ scripts making them pretty much un-writable in current state. The example I was running into was Taliyah. Her W is a vector cast ability which places a number of particle indicators in the ground. Currently though there is no way to read what direction the particle will push enemies (they are not offset from an origin and no direction, pathing, spell data, etcetc that indicates the direction)  

 

Short version is that it's a niche problem but what's the chances the API could get a rotation value for particles/objects? The data has to be in the client for it to know how to display them but right now as devs we have no way to access it.


  • 0

#10
ReverseMisaya

ReverseMisaya

    Advanced Member

  • Members
  • 127 posts
  • Location🔰 SPACE 🔰

...

 

Is it possible to add minbbox and maxbbox (object's boundingbox) to external? Just so I can fix misclicks on wrong targets*.

I have a  working solution that is close to perfect, but with that info I can make it better.

 

*units who are standing close to each other with their clickradius' overlapping each other


  • 1

#11
Shulepin

Shulepin

    Advanced Member

  • Contributor
  • 185 posts
  • LocationRussia

gameObject.attackData.target not updated correctly.

 

https://streamable.com/oodzj


  • 0

#12
LeighaLish

LeighaLish

    Advanced Member

  • Ex-Staff
  • PipPipPip
  • 1,156 posts

gameObject.attackData.target not updated correctly.

 

https://streamable.com/oodzj

afaik this has been this way since at least 8.6 as it was talked about in the same thread from that patch, look at the bottom

 

http://gamingonstero...pi-suggestions/


  • 1

#13
ReverseMisaya

ReverseMisaya

    Advanced Member

  • Members
  • 127 posts
  • Location🔰 SPACE 🔰

gameObject.attackData.target not updated correctly.

 

https://streamable.com/oodzj

 

Should be using activeSpell.target if you want to check what the active target is of your attacks

 

1. Just add some extra check to make sure its an autoattack

2 .Save the last handle if you want to use it during your attack downtime.


  • 1

#14
RMAN

RMAN

    Advanced Member

  • Contributor
  • 523 posts

Should be using activeSpell.target if you want to check what the active target is of your attacks

 

1. Just add some extra check to make sure its an autoattack

2 .Save the last handle if you want to use it during your attack downtime.

Or Fere could fix it, you know?  :huh: 
Its been 2 patches since I reported this already.

Spoiler


  • 2

#15
Shulepin

Shulepin

    Advanced Member

  • Contributor
  • 185 posts
  • LocationRussia

afaik this has been this way since at least 8.6 as it was talked about in the same thread from that patch, look at the bottom
 
http://gamingonstero...pi-suggestions/


Or Fere could fix it, you know?  :huh: 
Its been 2 patches since I reported this already.

Spoiler

 
Oh, I didn't see.  Doge

Should be using activeSpell.target if you want to check what the active target is of your attacks
 
1. Just add some extra check to make sure its an autoattack
2 .Save the last handle if you want to use it during your attack downtime.


Thanks for the advice.
  • 0

#16
sikaka

sikaka

    Advanced Member

  • Trial Developer
  • 594 posts
It may not be 100% the place for requesting new api but a proper oncreate/ondestroy callback for particles and missiles would be super beneficial vs constant looping and estimated times.
  • 0

#17
Feretorix

Feretorix

    Administrator

  • Administrators
  • 3,177 posts

Or Fere could fix it, you know?  :huh: 
Its been 2 patches since I reported this already.

Spoiler


I will see if this can be fixed, but this is how the game returns it for external.

It may not be 100% the place for requesting new api but a proper oncreate/ondestroy callback for particles and missiles would be super beneficial vs constant looping and estimated times.


That's actually the huge downside of being external, you can't inject & hook (intercept) game functions and callbacks, only "recreate" them for EXT.
  • 1

#18
sikaka

sikaka

    Advanced Member

  • Trial Developer
  • 594 posts

I will see if this can be fixed, but this is how the game returns it for external.That's actually the huge downside of being external, you can't inject & hook (intercept) game functions and callbacks, only "recreate" them for EXT.

yah I understand but recreating as part of a core or official library would be super useful. I've finished writing a working one and am continuing to improve it but that introduces script compatibility issues, more complicated requirements for user install, etc vs something tested, efficient and built into a official library

still no workaround to get rotation value of objects though. can guess based on path data for players and minions but no such workaround for particles... it must be in the game somewhere and should be able to be read...
  • 0

#19
RMAN

RMAN

    Advanced Member

  • Contributor
  • 523 posts

I will see if this can be fixed, but this is how the game returns it for external.


That's actually the huge downside of being external, you can't inject & hook (intercept) game functions and callbacks, only "recreate" them for EXT.

What sikaka meant was keeping track of the cached ObjectList and simulating OnCreateObject when a new valid object is added or OnDeleteObject when said object is no longer valid.
Its totally doable as we've done it with lua but it'd be better done at core, specially if called on recache.

-------

Thanks for taking a look at attackData.


  • 0

#20
DamnedNooB

DamnedNooB

    Advanced Member

  • Scripts Developer
  • 929 posts

Not sure what GameObject.activeSpellSlot is supposed to return, but i get some crazy numbers. Anyone knows what it *should return?


  • 0





Also tagged with one or more of these keywords: bugs, api, broken, suggestions, patch, 8.8

2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users