[request]fb/ss fix lotf

10/24/2009 04:56 blade911#1
title says it and i know you know what i mean.

#update: this is the only reason why i try to make a server, to fb/ss nothing more rly
10/24/2009 11:48 ~*NewDuuDe*~#2
Theres nothing wrong with it.
10/24/2009 11:58 ~Yuki~#3
True everything works normaly
10/24/2009 13:01 Basser#4
Such a great coder as you should be able to fix it himself. There's nothing wrong with it I think, but if it is, CoEmu's one is fine.
10/24/2009 17:47 blade911#5
There IS something wrong with it. You guys seriously haven't noticed? You must be crappy at ss/fb
10/24/2009 17:57 ~*NewDuuDe*~#6
lawl
theres nothing wrong with it
it's the jumping packets, nothing to do with the skill.
10/24/2009 19:09 blade911#7
Quote:
Originally Posted by BERGHUIS1 View Post
lawl
theres nothing wrong with it
it's the jumping packets, nothing to do with the skill.
I think it's just that it's set to fb/ss FROM the coordinates you are in. But if you ss/fb in mid air then it will fb at the position in mid air that you are in (cords) it SHOULD be set to fb from the coordinates that you clicked to jump. Otherwise it would be stupid to fb/ss in mid air as you will miss. An aimbot would miss, I am sure that can prove my point that it is messed up. I need a pro to respond please.
10/24/2009 19:14 ~*NewDuuDe*~#8
This is bullshit. If you get hit in mid air that can also mean that you could have been hit before you jumped, as in lotf the hits may appear a couple milisecounds later than they should. So again, I will say that it has to do with the jumping packets.
The skill itself is fine.
10/24/2009 19:16 blade911#9
Quote:
Originally Posted by BERGHUIS1 View Post
This is bullshit. If you get hit in mid air that can also mean that you could have been hit before you jumped, as in lotf the hits may appear a couple milisecounds later than they should. So again, I will say that it has to do with the jumping packets.
The skill itself is fine.
Clearly, you didn't understand what I said. I'll explain later, and I'm not saying there is something wrong with the actual fb/ss skill. omg
10/24/2009 19:18 raidenx123#10
lol, lets say blade is right, do you really think its super hard to make it attack from your previous coordinates if jumping?
10/24/2009 19:19 ~*NewDuuDe*~#11
I seriously doubt that is the problem, but if theoretically he did have right, it shouldnt be hard at all.
10/24/2009 19:28 _tao4229_#12
First of all, everyone who's posted is mostly wrong, but some people have part of it right.

Jumping while fastblading can be fucked because of how LOTF handles packets.
You'll need to split packets in order to get them all (which fixes other problems too - such as trading bugs, but also causes other errors the source didn't account for) and then you can jump and FB at the same time "safely."
CoEmu splits packets, look at that for an example

Next, LOTF uses arctangents to calculate the line, and doesn't really use any margin of error, so the only real way to hit somebody is on exact coordinates. Meaning your FB packet lands the X,Y right under them, which causes the arctangents to be exactly the same when calculated.
Solution? Find a better way using arctangents, or use a line algorithm such as Bresenham's line algorithm - Wikipedia, the free encyclopedia
10/24/2009 19:40 ~*NewDuuDe*~#13
Quote:
Originally Posted by blade911 View Post
Clearly, you didn't understand what I said. I'll explain later, and I'm not saying there is something wrong with the actual fb/ss skill. omg
Thats exactly what it says. Lol.
10/25/2009 02:13 blade911#14
Quote:
Originally Posted by _tao4229_ View Post
First of all, everyone who's posted is mostly wrong, but some people have part of it right.

Jumping while fastblading can be fucked because of how LOTF handles packets.
You'll need to split packets in order to get them all (which fixes other problems too - such as trading bugs, but also causes other errors the source didn't account for) and then you can jump and FB at the same time "safely."
CoEmu splits packets, look at that for an example

Next, LOTF uses arctangents to calculate the line, and doesn't really use any margin of error, so the only real way to hit somebody is on exact coordinates. Meaning your FB packet lands the X,Y right under them, which causes the arctangents to be exactly the same when calculated.
Solution? Find a better way using arctangents, or use a line algorithm such as Bresenham's line algorithm - Wikipedia, the free encyclopedia
Know how to fix it?
10/25/2009 02:24 Zion~#15
He just told you...