.activeSpell.isAutoAttack -> returns false
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[9.11] bugs
#1
Posted 31 May 2019 - 10:51
#2
Posted 01 June 2019 - 06:26
if myHero.activeSpell and myHero.activeSpell.valid and myHero.activeSpell.name == "MalzaharR" then
Example Malzahar activeSpell check is broken
#3
Posted 01 June 2019 - 10:37
if myHero.activeSpell and myHero.activeSpell.valid and myHero.activeSpell.name == "MalzaharR" then
Example Malzahar activeSpell check is broken
You're not specific what is broken in the line above, it's a combination of 3 checks where you force me to guess which one of them is broken.
#4
Posted 01 June 2019 - 10:54
You're not specific what is broken in the line above, it's a combination of 3 checks where you force me to guess which one of them is broken.
ok give you info soon
#5
Posted 01 June 2019 - 12:05
You're not specific what is broken in the line above, it's a combination of 3 checks where you force me to guess which one of them is broken.
Check your PM pls ![]()
#6
Posted 02 June 2019 - 11:54
DelayAction is not working properly, at least for me (and some other users). Most of the time it doesn't get called, breaking script code. An example:
1. PussyTristana uses Control.CastSpell(HK_E, target) to cast E on target.
2. GamsteronOrbwalker overwrites Control.CastSpell with its own function (link)
3. GamsteronOrbwalker calls Orbwalker.AttackEnabled = false to disable orbwalking, then uses DelayAction to enable it again after some time (link)
4. DelayAction most of the time is never called, causing the orbwalker to keep being disabled. This behaviour also breaks the logic of other scripts using DelayAction.
This has been happening to me atleast since 9.10. I'm running this on EUNE realm, using the safe method (injecting into avpui.exe and then deleting the .dll files and the loader).
@Feretorix can you check please?
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