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[Fixed] Timberchain's TRAVEL range is slightly too short on all levels

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  • [Fixed] Timberchain's TRAVEL range is slightly too short on all levels

    It is 800 1000 1200 1400
    it should be 850 1050 1250 1450

    Cast ranges are alright, they are and should be 800 1000 1200 1400; proof and more info about detailed behaviour of Timberchain of DotA in the next post...

  • #2
    Code:
    01  function Func3979 takes nothing returns boolean
    02    local trigger loc_trigger01=GetTriggeringTrigger()
    03    local integer loc_integer01=GetHandleId(loc_trigger01)
    04    local unit loc_unit01=(LoadUnitHandle(hashtable001,(loc_integer01),(14)))
    05    local real loc_real01=(LoadReal(hashtable001,(loc_integer01),(13)))
    06    local integer loc_integer02=(LoadInteger(hashtable001,(loc_integer01),(12)))
    07    local integer loc_integer03=GetTriggerEvalCount(loc_trigger01)
    08    local real loc_real02=(LoadReal(hashtable001,(loc_integer01),(6)))+loc_integer03*50*Cos(loc_real01*bj_DEGTORAD)
    09    local real loc_real03=(LoadReal(hashtable001,(loc_integer01),(7)))+loc_integer03*50*Sin(loc_real01*bj_DEGTORAD)
    10    local boolean loc_boolean01=(LoadBoolean(hashtable001,(loc_integer01),(15)))
    11    local unit loc_unit02
    12    local trigger loc_trigger02=(LoadTriggerHandle(hashtable001,(loc_integer01),(11)))
    13    local integer loc_integer04=GetHandleId(loc_trigger02)
    14    local integer loc_integer05='u01Q'
    15    local real loc_real04=250
    16    local rect loc_rect01
    17    local real loc_real05=90
    18    set loc_rect01=Rect(loc_real02-loc_real05,loc_real03-loc_real05,loc_real02+loc_real05,loc_real03+loc_real05)
    19    set integer512=0
    20    call EnumDestructablesInRect(loc_rect01,Condition(function Func0011),function Func3978)
    21    if integer512>0 or loc_integer03==loc_integer02 or loc_integer03==(loc_integer02-1)or loc_integer03==(loc_integer02-2)then
    22      set loc_integer05='u01P'
    23    endif
    24    set loc_unit02=CreateUnit(GetOwningPlayer(loc_unit01),loc_integer05,loc_real02,loc_real03,loc_real01)
    25    call SaveUnitHandle(hashtable001,(loc_integer04),(700+loc_integer03),(loc_unit02))
    26    if integer512>0 then
    27      call FlushChildHashtable(hashtable001,(loc_integer01))
    28      call Func0035(loc_trigger01)
    29      call TriggerRegisterTimerEvent(loc_trigger02,0.5/loc_integer02,true)
    30      call TriggerAddCondition(loc_trigger02,Condition(function Func3977))
    31      call SaveInteger(hashtable001,(loc_integer04),(18),(loc_integer03))
    32      call SaveBoolean(hashtable001,(loc_integer04),(727),(true))
    33      call SaveUnitHandle(hashtable001,(loc_integer04),(14),(loc_unit01))
    34      call SaveGroupHandle(hashtable001,(loc_integer04),(16),(Func0030()))
    35      call SaveReal(hashtable001,(loc_integer04),(6),((loc_real02)*1.0))
    36      call SaveReal(hashtable001,(loc_integer04),(7),((loc_real03)*1.0))
    37      call SaveBoolean(hashtable001,(loc_integer04),(740),(false))
    38    elseif loc_integer03>loc_integer02 then
    39      call FlushChildHashtable(hashtable001,(loc_integer01))
    40      call Func0035(loc_trigger01)
    41      call TriggerRegisterTimerEvent(loc_trigger02,0.5/loc_integer02,true)
    42      call TriggerAddCondition(loc_trigger02,Condition(function Func3977))
    43      call SaveInteger(hashtable001,(loc_integer04),(18),(loc_integer03))
    44      call SaveBoolean(hashtable001,(loc_integer04),(727),(false))
    45      call SaveUnitHandle(hashtable001,(loc_integer04),(14),(loc_unit01))
    46      call SaveGroupHandle(hashtable001,(loc_integer04),(16),(Func0030()))
    47      call SaveBoolean(hashtable001,(loc_integer04),(740),(false))
    48    endif
    49    set loc_trigger01=null
    50    set loc_unit01=null
    51    set loc_unit02=null
    52    set loc_trigger02=null
    53    return false
    54  endfunction

    This function from the function chain dedicated for Timberchain does the projection related stuff and tree detection.
    It creates chain bits on every cycle, and checks for trees around the created chain bits, too.
    Now for this issue, focus on the line 38.

    loc_integer03 is the cycle count
    loc_integer02 is set to [ (600 + 200 * skillLvl) / 50 ] on the previous function >>> 16 20 24 28
    so, the max that cycle count can go is >>> 17 21 25 29

    Now, have a look at the lines 07 and 08;
    hash6 and hash7 are the x and y locations of where shredder was as he reached his casting point
    loc_real02 and 03 are used for the link-creation on the line #24

    so... yeah
    so kev.

    Comment


    • #3
      Nice find, I definitely noticed that Timbersaw's hook in Dota 2 wouldn't latch properly when clicking right in front of a tree from max distance. Instead, you actually have to click inside the base of the tree or behind it. The 50 range boost between travel and cast range in Dota 1 would explain why it used to work.

      Comment


      • #4
        Posted this long ago and it was forgotten http://dev.dota2.com/showthread.php?t=68708

        The video is down but it showed me aiming right on a tree trunk and it falls just short, not pulling timber.

        Comment


        • #5
          Another issue I've noticed is that timberchain doesn't consistently get the right tree, so to speak.

          As in, if you (Timbersaw) are standing near a tree and aim for a tree a distance away, the timberchain will extend fully and appear to latch and then instead the chain will latch onto the nearest tree.

          It's kind of like when you're Pudge and accidentally hook something right next to you, except the chain extends full and THEN tells you missed your mark. It's a bit odd behavior. If you misclick for a tree right next to you it should chain instantly rather than fully extend.

          Comment


          • #6
            Originally posted by LukaCola View Post
            Another issue I've noticed is that timberchain doesn't consistently get the right tree, so to speak.

            As in, if you (Timbersaw) are standing near a tree and aim for a tree a distance away, the timberchain will extend fully and appear to latch and then instead the chain will latch onto the nearest tree.

            It's kind of like when you're Pudge and accidentally hook something right next to you, except the chain extends full and THEN tells you missed your mark. It's a bit odd behavior. If you misclick for a tree right next to you it should chain instantly rather than fully extend.
            This have been reported already!

            Really nice find.. this have been driving me nuts in dota 2.
            Healthbar & lasthitting
            Shop Layout - Legacy Shops
            Tooltip issues compilation
            How to create a better dota 2 environment

            Comment


            • #7
              added to sticky.
              Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

              Contributions i'd like to highlight:
              My Suggestion: Coaching System
              My Sticky: Intended Changes List
              My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

              Comment


              • #8
                I can't seem to find the data files to see if this bug is fixed or not... Same goes for the other Timbersaw bug...

                Comment


                • #9
                  Don't know intended or not... http://dev.dota2.com/showthread.php?t=89441

                  Comment


                  • #10
                    thanks for providing the new information.
                    is that latch information consistent with the ingame latch range?
                    Make sure to read the Forum Rules as well as the stickied Threads of the Forum Section you are posting in.

                    Contributions i'd like to highlight:
                    My Suggestion: Coaching System
                    My Sticky: Intended Changes List
                    My Challenge: Completely Fixed Hero Challenge: Skywrath Mage

                    Comment


                    • #11
                      Code:
                              "AbilityCastRange"                "800 1000 1200 1400"
                      
                                      "range"                "850 1050 1250 1450"
                      From npc_abilities.txt.

                      Comment

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