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DepressivePrediction - Indispensable!


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#1
DepressiveSK

DepressiveSK

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  • Trial Developer
  • 17 posts
PLACE IN COMMON FOLDER!
 
## 🚀 Features

### Core Prediction System
- **Advanced Movement Analysis**: Analyzes enemy movement patterns for more accurate predictions
- **Smart Dash Prediction**: Predicts enemy positions during dashes and mobility spells
- **Path Smoothing**: Smooths movement paths for better prediction accuracy
- **2D Optimized**: Fully optimized for 2D calculations for better performance

### Special Detection Systems
- **Zhonya's Hourglass Detection**: Automatically detects invulnerability states
- **Yasuo Wall Detection**: Smart detection and collision checking for Yasuo's Wind Wall
- **Reaction Time Calculation**: Accounts for enemy reaction times in predictions

### Collision System
- **Multi-type Collision**: Supports minions, heroes, and special objects
- **Yasuo Wall Collision**: Advanced geometry calculations for Wind Wall interactions
- **Optimized Performance**: Fast collision detection with minimal performance impact
 
 
PLACE IN COMMON FOLDER!
 
installtogos.jpg
 
 
FOR DEVS
 
### Basic Setup

```lua
-- Load the prediction library
require("DepressivePrediction")

-- Access the global API
local Prediction = _G.DepressivePrediction
```
### Simple Prediction

```lua
-- Get basic prediction for a target
local target = GetTarget()
local source = myHero.pos
local speed = 1200    -- Projectile speed
local delay = 0.25    -- Cast delay
local radius = 80     -- Spell radius

local unitPos, castPos, timeToHit = Prediction.GetPrediction(target, source, speed, delay, radius)

if castPos then
    -- Cast your spell at castPos
    Control.CastSpell(HK_Q, castPos)
end
```

### Advanced Spell Prediction

```lua
-- Create a spell configuration
local spell = Prediction.SpellPrediction({
    Type = Prediction.SPELLTYPE_LINE,  -- Line skillshot
    Speed = 1200,                      -- Projectile speed
    Range = 1000,                      -- Max range
    Delay = 0.25,                      -- Cast delay
    Radius = 80,                       -- Spell width/radius
    Collision = true,                  -- Enable collision detection
    CollisionTypes = {                 -- What to check collision with
        Prediction.COLLISION_MINION,
        Prediction.COLLISION_ENEMYHERO
    }
})

-- Use the spell prediction
local result = spell:GetPrediction(target, myHero.pos)

if result.HitChance >= Prediction.HITCHANCE_HIGH then
    Control.CastSpell(HK_Q, result.CastPosition)
end
```
## 🎯 Hit Chance Values

The prediction system uses these hit chance values to indicate prediction accuracy:

```lua
HITCHANCE_IMPOSSIBLE = 0    -- Cannot hit (out of range, behind wall, etc.)
HITCHANCE_COLLISION = 1     -- Will collide with something
HITCHANCE_LOW = 2          -- Low chance to hit
HITCHANCE_NORMAL = 3       -- Normal chance to hit
HITCHANCE_HIGH = 4         -- High chance to hit
HITCHANCE_VERYHIGH = 5     -- Very high chance to hit
HITCHANCE_IMMOBILE = 6     -- Target is immobile (stunned, etc.)
```
 
## 🔧 Configuration Options

The library includes an in-game menu with these options:

- **Pred Max Range %**: Adjust maximum prediction range (70-100%)
- **Ping/Latency**: Your ping compensation (0-200ms)
- **Extra Delay**: Additional delay compensation (0-100ms)
- **Advanced Movement Analysis**: Enable advanced movement pattern analysis
- **Path Smoothing**: Enable path smoothing for better accuracy
- **Enemy Reaction Time**: Expected enemy reaction time (50-300ms)
- **Show Prediction Visuals**: Display prediction indicators
- **Smart Dash Prediction**: Predict dash movements
- **Zhonya's/Invuln Detection**: Detect invulnerability states
- **Auto Yasuo Wall Detection**: Automatically detect Yasuo walls

 


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#2
COCKYLOCKY

COCKYLOCKY

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Oh nice, aiming at yasuo wall is a thing of the past.
Thank you for your effort and contribution!!
  • 1

#3
DepressiveSK

DepressiveSK

    Member

  • Trial Developer
  • 17 posts

Update: Arena Fixed/Added


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