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Thread: [Confirmed] Slark being able to turn during Pounce

  1. #1
    Basic Member ThoAppelsin's Avatar
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    [Confirmed] Slark being able to turn during Pounce

    He can do it
    He shouldn't be able to

    Code:
    01  function Func3559 takes nothing returns boolean
    02    local trigger loc_trigger01=GetTriggeringTrigger()
    03    local integer loc_integer01=GetHandleId(loc_trigger01)
    04    local integer loc_integer02=GetTriggerEvalCount(loc_trigger01)
    05    local integer loc_integer03=(LoadInteger(hashtable001,(loc_integer01),(5)))
    06    local unit loc_unit01=(LoadUnitHandle(hashtable001,(loc_integer01),(2)))
    07    local real loc_real01=(LoadReal(hashtable001,(loc_integer01),(13)))
    08    local real loc_real02=(LoadReal(hashtable001,(loc_integer01),(189)))
    09    local real loc_real03=(LoadReal(hashtable001,(loc_integer01),(190)))
    10    local real loc_real04=(LoadReal(hashtable001,(loc_integer01),(47)))
    11    local real loc_real05=(LoadReal(hashtable001,(loc_integer01),(48)))
    12    local real loc_real06=loc_real02+(30*(20+4*2)/30)*loc_integer02*Cos(loc_real01*bj_DEGTORAD)
    13    local real loc_real07=loc_real03+(30*(20+4*2)/30)*loc_integer02*Sin(loc_real01*bj_DEGTORAD)
    14    local real loc_real08=SquareRoot((loc_real06-loc_real04)*(loc_real06-loc_real04)+(loc_real07-loc_real05)*(loc_real07-loc_real05))
    15    local real loc_real09=700
    16    local real loc_real10=175
    17    local real loc_real11=(1-loc_real08/loc_real09)*loc_real10*2
    18    local group loc_group01=Func0030()
    19    local unit loc_unit02
    20    if loc_integer02==1 then
    21      call SetUnitAnimationByIndex(loc_unit01,5)
    22      call SetUnitTimeScale(loc_unit01,1.5)
    23    endif
    24    if loc_real11>loc_real10 then
    25      call SetUnitAnimationByIndex(loc_unit01,5)
    26      set loc_real11=loc_real10*2-loc_real11
    27    endif
    28    call SetUnitFlyHeight(loc_unit01,Func0134(loc_real11,0),0)
    29    call SetUnitX(loc_unit01,Func0120(loc_real06))
    30    call SetUnitY(loc_unit01,Func0122(loc_real07))
    31    call SetUnitFacing(loc_unit01,loc_real01)
    32    set unit124=loc_unit01
    33    call GroupEnumUnitsInRange(loc_group01,loc_real06,loc_real07,120,Condition(function Func0315))
    34    set loc_unit02=FirstOfGroup(loc_group01)
    35    call Func0029(loc_group01)
    36    if loc_real08<30 or loc_unit02!=null or GetTriggerEvalCount(loc_trigger01)>75 then
    37      call SetUnitFlyHeight(loc_unit01,0,0)
    38      call SetUnitFacing(loc_unit01,loc_real01)
    39      call SetUnitTimeScale(loc_unit01,1)
    40      call SetUnitAnimation(loc_unit01,"stand")
    41      call SetUnitPathing(loc_unit01,true)
    42      call UnitRemoveAbility(loc_unit01,'A1J6')
    43      call Func0170(GetUnitX(loc_unit01),GetUnitY(loc_unit01),100)
    44      if loc_unit02!=null and Func0095(loc_unit02)==false then
    45        call Func0044(loc_unit02,4408,5)
    46        call Func3558(loc_unit01,loc_unit02,loc_integer03)
    47      endif
    48      call FlushChildHashtable(hashtable001,(loc_integer01))
    49      call Func0035(loc_trigger01)
    50    endif
    51    set loc_trigger01=null
    52    set loc_unit01=null
    53    set loc_unit02=null
    54    return false
    55  endfunction
    ^ basic Pounce movement cycle, called every 0.03 seconds during Pounce
    Check the line #31
    loc_unit01 is the Slark, loc_real01 is the angle Slark was facing as he reached Pounce casting point
    so it ensures that Slark faces towards there every 0.03 seconds


    He can turn freely now in Dota 2.

  2. #2
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    would u plz explain how this would affect gamplay? any example?
    btw i remember magnus was able to turn during skewer. was it fixed?

  3. #3
    Basic Member ThoAppelsin's Avatar
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    I don't know? Do we now have some sort of an obligation to provide effects on the gameplay while reporting bugs?
    Yes it is fixed.


    An example:
    - A weird Slark buys a Force Staff, has low health, pounces towards an enemy, turns backwards airborne, casts force staff upon self as he lands. Enemy damaged and leashed, Slark is safe. Split seconds may matter in this game.
    Another one:
    - A weird Slark buys a Blink Dagger, and has a weird sense of humor. Pounces, and then blinks somewhere random before he lands. He wouldn't be able to blink towards anywhere else than forward if he couldn't turn.
    One more:
    - Someone on the enemy team has a Force Staff. Slark pounces towards them. They are almost beneath the tower, but not. That someone casts Force Staff on the Slark. Slark may get forced towards any direction between angles [0, 360). Team was planning to kill him into bits, but all they got is mindfuck.


    I don't care, what the fuck?
    It can also be a Dagon on Slark, anything that requires facing...

  4. #4
    Basic Member ThoAppelsin's Avatar
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    And I was thinking of not reporting this one more thing, because it would be like one in a million occurance...
    I think I will post it now, since it was intentionally put in there in the DotA code.

  5. #5
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    nah, u dont have to. i was just wondering... thank u for the examples anyway

  6. #6
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    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

  7. #7
    Basic Member hoveringmover's Avatar
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    I wonder if this could be intentional considering the various(2 so far) animations during pounce!

  8. #8
    Basic Member Cuddles's Avatar
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    Quote Originally Posted by hoveringmover View Post
    I wonder if this could be intentional considering the various(2 so far) animations during pounce!
    I don't think this is intentional given what he said about the interactions with Force Staff. Making him go random places doesn't seem like "working as intended".

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