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[OLD❓]Auto 3.0 - Step up your game! [Auto update - activator - many champs] -- Assist Mode
#101
Posted 04 June 2018 - 08:32
#102
Posted 04 June 2018 - 08:41
enable a.lua and open a game to update and play
#103
Posted 05 June 2018 - 11:50
very good addons, but your script have bad performance at all, huge fps drops, need a entire code optimization
#104
Posted 05 June 2018 - 12:40
very good addons, but your script have bad performance at all, huge fps drops, need a entire code optimization
wow, either your pc sucks or you're use too many scripts at once.
auto 3.0 is the best script pack this community has.
try disabling some scripts ingame with F6, or lowering your graphics options depending on pc specs.
also if your processor is not so good you might want to close other softwares that are not needed during game.
Example: leave only notepad++ and league of legends open
#105
Posted 05 June 2018 - 01:36
wow, either your pc sucks or you're use too many scripts at once.
auto 3.0 is the best script pack this community has.
try disabling some scripts ingame with F6, or lowering your graphics options depending on pc specs.
also if your processor is not so good you might want to close other softwares that are not needed during game.
Example: leave only notepad++ and league of legends open
Ic's orb make's drop of huge fps not his auto
#106
Posted 05 June 2018 - 01:38
very good addons, but your script have bad performance at all, huge fps drops, need a entire code optimization
It's worth keeping in mind that this script involves a LOT of logic that has to run behind the scenes which will be more intensive than how some other scripts use. That being said there shouldn't be any significant fps/tick drops in any of the scripts. I launched this updated script a few weeks ago to beta testers and I've had I think one single person report FPS drops and it turns out it was something else running on their PC.
At the end of the day though if you're running a potato that has issues running other basic scripts, one that has to track particles/projectiles/etc to do its job is not going to magically run quicker than them.
#107
Posted 05 June 2018 - 01:48
wow, either your pc sucks or you're use too many scripts at once.
auto 3.0 is the best script pack this community has.
try disabling some scripts ingame with F6, or lowering your graphics options depending on pc specs.
also if your processor is not so good you might want to close other softwares that are not needed during game.
Example: leave only notepad++ and league of legends open
Is the best in its features, but the code itself is not optimized, I'm a developer too, I'm just talking about that can be improved. my pc is able to handle any script without any issue, the problem is when it needs to recache something. Also, leave the answers for the author, unless you're a programmer, your quotes are useless here.
btw, my specs:
Corsair Vengeance LED RGB 32GB (2x16GB) 2666Mhz DDR4
AMD Ryzen 7 1800X, Octa Core, Cache 20MB, 3.6Ghz (4.0GHz Max Turbo) AM4 YD180XBCAEWOF
AMD AM4 ATX ROG CROSSHAIR VII HERO WI-FI, DDR4
NVIDIA ASUS GEFORCE GTX 1080 TI GDDR5X 11GB ROG-STRIX-GTX1080TI-O11G-GAMING
#108
Posted 05 June 2018 - 02:15
Is the best in its features, but the code itself is not optimized, I'm a developer too, I'm just talking about that can be improved. my pc is able to handle any script without any issue, the problem is when it needs to recache something. Also, leave the answers for the author, unless you're a programmer, your quotes are useless here.
btw, my specs:
Corsair Vengeance LED RGB 32GB (2x16GB) 2666Mhz DDR4
AMD Ryzen 7 1800X, Octa Core, Cache 20MB, 3.6Ghz (4.0GHz Max Turbo) AM4 YD180XBCAEWOFAMD AM4 ATX ROG CROSSHAIR VII HERO WI-FI, DDR4
NVIDIA ASUS GEFORCE GTX 1080 TI GDDR5X 11GB ROG-STRIX-GTX1080TI-O11G-GAMING
If you have specific examples of things that are heavily un-optimized then feel free to point them out.
There's lots and lots of micro optimizations to be done (which is something I'm slowly working on) but the vast majority of it is the way it 'has to be done' to support GOS ext.
EG: Looping missiles every tick (well, based on performance settings) is a requirement because we have no access to on create/destroy events because we cannot hook client functions. We also do not have any callbacks from the bot that are triggered when it recaches game data.
Those types of things are going to be the vast, vast majority of what influences performance and I've not seen a better way to handle it given the current state of the API. I've been requesting a "OnRecache" callback or something similar which would let the code become much more efficient.
The alternative would be to handle OnSpell events and calculate out the start/end time, hitbox sizes, windups, etc all from that but that would run into the issue where any spells that don't have a channel time associated with them would not function (no active spell data means you cannot accurately predict the cast position).
I'm a complete newb when it comes to LUA so I'm sure I've overlooked some things and I've definitely gotten lazy throughout the development of the Alpha library. That being said I'm just not aware of any major performance hits that have a simple solution to them.
#109
Posted 05 June 2018 - 02:19
Illaoi Added
-Auto Q On Immobile/Incoming CC
-Combo Q on hitchance
-W gapcloser in combo (in W range, not in melee range)
-W attack reset on enemy heroes and spirits
-E on immobile, combo hitchance or assist key
-R on # of targets (counts spirit as target)
Fixed a stupid error on Pyke, shouldn't show warnings anymore
Added assist key for Nami Q
Common question from the discord: Assist keys should be used like your normal QWER. You choose when to cast the spell. The bot will take over and aim it for you when you press the assist key. It's highly suggested you use them for longer cast time skills that the bot might screw up if you just rely on raw accuracy settings (humans are much better at predicting overall intent of someone's movements obviously)
#110
Posted 05 June 2018 - 04:19
Can you actually configure stuff ?
Tried Pyke, doesn't do anything over here and has a error @ Common/Auto/Activator.lua 364, attemt to index field "SDK" (a nil value)
Any requirements for this to work, because i think i am missing something ?
#111
Posted 05 June 2018 - 04:26
Can you actually configure stuff ?
Tried Pyke, doesn't do anything over here and has a error @ Common/Auto/Activator.lua 364, attemt to index field "SDK" (a nil value)
Any requirements for this to work, because i think i am missing something ?
IC Orbwalker has to be used.
#112
Posted 05 June 2018 - 04:34
IC Orbwalker has to be used.
Oh, works now, thanks!
#113
Posted 05 June 2018 - 05:03
i think u can make the best e sivir in ext from what i can see... and the only one that works smoothly
tnx for your work
#114
Posted 05 June 2018 - 05:05
If you have specific examples of things that are heavily un-optimized then feel free to point them out.
There's lots and lots of micro optimizations to be done (which is something I'm slowly working on) but the vast majority of it is the way it 'has to be done' to support GOS ext.
EG: Looping missiles every tick (well, based on performance settings) is a requirement because we have no access to on create/destroy events because we cannot hook client functions. We also do not have any callbacks from the bot that are triggered when it recaches game data.
Those types of things are going to be the vast, vast majority of what influences performance and I've not seen a better way to handle it given the current state of the API. I've been requesting a "OnRecache" callback or something similar which would let the code become much more efficient.
The alternative would be to handle OnSpell events and calculate out the start/end time, hitbox sizes, windups, etc all from that but that would run into the issue where any spells that don't have a channel time associated with them would not function (no active spell data means you cannot accurately predict the cast position).
I'm a complete newb when it comes to LUA so I'm sure I've overlooked some things and I've definitely gotten lazy throughout the development of the Alpha library. That being said I'm just not aware of any major performance hits that have a simple solution to them.
my bad, didnt saw the API yet, wich callbacks we have for now? load, update, draw?
#115
Posted 05 June 2018 - 05:24
my bad, didnt saw the API yet, wich callbacks we have for now? load, update, draw?
The only callbacks in the bot are for Draw/Tick cycle and for game load.
The API I wrote for alpha gives you callbacks for spell use (only if there's a channel time cause if not you wont have activespell data), callbacks for particle/missiles/buff create/destroy and rough callbacks for incoming CC. It also contains some basic geometry libraries for prediction (has the ability to check activespell data of enemy to predict if their shot will hit you so you can evade or use defensive skills)
#116
Posted 05 June 2018 - 05:44
I would give this a soilid 10 out of 10, if this had lane clear with spells, anyways I give this a 9, hope you add spell with lane clear soon! think this is the best script on the site for many of the champs, well done man!
#117
Posted 05 June 2018 - 06:50
Bug report:
Pyke auto use ulti on Sion passive when log on health.
#118
Posted 05 June 2018 - 06:52
Bug report:
Pyke auto use ulti on Sion passive when log on health.
Not a bug. Script just sees there's a hero it can kill with ult so it uses it.
#119
Posted 05 June 2018 - 07:29
can't you make it that it doesn't do that?Not a bug. Script just sees there's a hero it can kill with ult so it uses it.
#120
Posted 06 June 2018 - 03:29
Two fairly minor fixes that should make the script a lot better.
-Melee attacks are now calculated as part of incoming damage. This will result in better killsteals and much improved heal/shield/revive logic for those champs that predict incoming dmg.
-Kayle now has an experimental anti gapcloser ult usage. You can mark enemy champs as active and if that champ uses a dash ability directly onto/beside an ally champ, it will ult that champ. EG: rengar, yi, talon, etc. This is experimental and you have to list what targets you want. Only enable it on their assassins late game or you'll waste a lot of ults but it will feel realllyyy nice completely nullifying a fed enemy rengar. Can't wait for them to deal damage to you or else it will be too late.
-Activator now uses potions (wont use when recalling or near your base. HP limit and toggle option in settings)
-Activator SHOULD handle items that change during the game (archangels being prime example)
can't you make it that it doesn't do that?
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