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[Patch 8.9] External Bugs & Broken API / Suggestions
#1
Posted 02 May 2018 - 04:06

#2
Posted 02 May 2018 - 04:11

It's definitely not isolated, tested with IC and game's orb. The champ wont move if your target is in your auto range. What were your settings if you didn't get that bug?
#3
Posted 02 May 2018 - 05:39

For example I could confirm proper values from Annie:
Annie = {AttackDelayCastOffsetPercent = -0.104205247, AttackDelayOffsetPercent = 0.079999998211861},
evitaerCi
gamsteron
Still investigating.
#4
Posted 02 May 2018 - 06:01

myHero.activeSpell.windup == 0
myHero.activeSpell.animation == 0
idk if more, but should be enough to break the ow's
#5
Posted 02 May 2018 - 10:55

Please dont reply to this topic if youre not a developer.
This is a topic for the staff to report bugs and possibly how to fix them, not a place to complain about xxx not working and asking for ETAs.
DamnedNooB, on 02 May 2018 - 6:01 PM, said:
myHero.activeSpell.windup == 0
myHero.activeSpell.animation == 0
idk if more, but should be enough to break the ow's
Hopefully its just an outdated offset (activeSpell) and that fixes everything. I can confirm it's something to do with how Orbs deal with winding up.
#6
Posted 03 May 2018 - 04:05

from my tests, myHero.activeSpell.StartTime == 0 when AA starts and == 2500 when myHero.activeSpell.valid is false.
I fixed my version of Gamsteron Orb V2 which I only use since few weeks.
line 499, https://github.com/g...walker.lua#L499
I changed
if aSpell and aSpell.valid and aSpell.startTime > gsoServerStart then
by
if aSpell and aSpell.valid and aSpell.startTime == gsoServerStart then -- since gsoServerStart is 0, didn't try to know why.
#7
Posted 03 May 2018 - 04:49

yaddle, on 03 May 2018 - 04:05 AM, said:
from my tests, myHero.activeSpell.StartTime == 0 when AA starts and == 2500 when myHero.activeSpell.valid is false.
I fixed my version of Gamsteron Orb V2 which I only use since few weeks.
line 499, https://github.com/g...walker.lua#L499
I changedif aSpell and aSpell.valid and aSpell.startTime > gsoServerStart thenby
if aSpell and aSpell.valid and aSpell.startTime == gsoServerStart then -- since gsoServerStart is 0, didn't try to know why.
Not a dev sorry but just to confirm this works. TYSM.!
#8
Posted 03 May 2018 - 07:19

Also not a developer but just confirming that this fix for Gamsteron's new orb works. However changing the same line in his old orbwalker (which is compatible with his AIO) does not fix the bug.
#9
Posted 03 May 2018 - 12:33

Callback for when the bot recaches client info (so we can check for new/expired particles and missiles more efficiently).
Some way to read object rotation (unit rotation most important but would be ideal if can read rotation of particles too. Taliya push particle as prime example)
#10
Posted 03 May 2018 - 05:26

I want to know which value the user have for missile recatch rate.
#11
Posted 11 May 2018 - 12:22

---> Skype @Fere
#12
Posted 14 May 2018 - 06:29

Feretorix, on 02 May 2018 - 5:39 PM, said:
I will appreciate if any of the developers also shed some light on the issue as it seems even harder to find it on my end.
GameObject.activeSpell.startTime is still returning wrong values.
Previous patches it already excluded the unit's remaining boundingRadius travel time (for minions atleast).
Devs can fix it by reversing the activeSpell.startTime calculation for minions like so:
--calc new startTime local endT = unit.attackData.endTime local wUpT = unit.attackData.windUpTime local aniT = unit.attackData.animationTime local attT = endT - aniT + wUpT --new startTime ​--update the distance calculation to minion local bRad = 65 --Seems to have changed to 48 this patch for non-siege minions, not sure if bug or undocumented change local dist = your_distance_calculation_from_a_to_b - bRad --and the rest of your calculation...
Other:
- non-siege minions now have a boundingRadius of 48 (used to be 65 in previous patches, not sure if bug or undocumented change by Riot)
________________________________________________________
yaddle, on 03 May 2018 - 5:26 PM, said:
I would ask on the same way, is there a way to know the value of performance tab with the Api ?
I want to know which value the user have for missile recatch rate.
Here you go:
local mslCacheValue = _G.missileRecacheTimeOut
#13
Posted 16 May 2018 - 10:22

#14
Posted 01 June 2018 - 03:19

Give us the obj that is under the mouse, the game most likely has it stored because it highlights the object when the mouse moves over and leaves it.
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