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Thread: GetRuneTimeSinceSeen()

  1. #1
    Basic Member
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    Mar 2012
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    GetRuneTimeSinceSeen()

    Hey Chris, can you please check GetRuneTimeSinceSeen() ?
    I was testing some new code with it, trying to simplify my old one and my bot never picks up the rune. After i printed it, GetRuneTimeSinceSeen() spilled out more than 110 even though the rune just spawned. That seems wrong and sounds more like what GameTime() would be. I expected GetRuneTimeSinceSeen() to increase on each fog-of-war cover-up then reset to 0 as soon as it came into view, only to increment again once the fog-of-war sets upon the rune (if not picked up). I assume the time would also increase if the rune is picked up as well, but not sure about this scenario. Would you mind clearing thing up?

    Thanks
    Explanations on the normal, high and very high brackets in replays: here, here & here
    Why maphacks won't work in D2: here

  2. #2
    Basic Member
    Join Date
    Dec 2016
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    77
    hi

    try GameTime() - GetRuneTImeSinceSeen()

    i had same problem for GetLastAttackTime(). it starts from hero picking phase

  3. #3
    Basic Member
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    Mar 2012
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    Why? The runes start at DotaTime(). It doesn't make sense.
    Last edited by The Nomad; 04-22-2017 at 02:03 AM.
    Explanations on the normal, high and very high brackets in replays: here, here & here
    Why maphacks won't work in D2: here

  4. #4
    Basic Member
    Join Date
    Dec 2016
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    77
    GetLastAttackTime() starts parallel with GameTime(). for example if you want to know the relative last attack time you need to subtract GetLastAttackTime from GameTime() not DotaTime().
    I think GetRuneTimeSinceSeen works same as GetLastAttackTime. it doesn't make sense for me too .

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