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  1. #76
    botirk's Avatar Master Sergeant
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    Originally Posted by Wildbreath View Post
    i hope you like it
    for example with new functions - replace for ounits
    PHP Code:
    local enemycount = function(unitmaxdist
        
    unit unit or 'target' 
        
    maxdist maxdist or 10 
        local count 
    ObjectsCount(unitmaxdist)
        
    local allcount 0
        
    for i=1count-do
            
    local objid ObjectByIndex(i)
            if 
    obj and UnitCanAttack('player'objthen
                allcount 
    allcount 1
            end
        end
        
    return allcount
    end 
    Ok, i see flaw in code.
    Are ObjectByIndex units sorted by distance? Otherwise not gonna work.
    ObjectByIndex(1) should return closest unit first.
    Last edited by botirk; 01-02-2015 at 03:35 PM.

    OffSpring
  2. #77
    botirk's Avatar Master Sergeant
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    Also BehindUnit return values:
    true being in front
    false being behind
    (i think its already too late to fix, kinda legacy).
    Last edited by botirk; 01-02-2015 at 04:34 PM.

  3. #78
    MrTheSoulz's Avatar Contributor
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    Love the object manager, thanks!
    There seems to be a issue with '/reload' tho, seems to crash WoW anyone can confirm?
    Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.

  4. #79
    botirk's Avatar Master Sergeant
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    Originally Posted by MrTheSoulz View Post
    Love the object manager, thanks!
    There seems to be a issue with '/reload' tho, seems to crash WoW anyone can confirm?
    Can confirm, happened on ~fourth reload used alt-tab.

  5. #80
    Wildbreath's Avatar Contributor
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    not sorted, just list of units.
    will check BehindUnit
    hey, tool isnt for stress-test! dont need reload a 10 times using alt-tab

  6. #81
    botirk's Avatar Master Sergeant
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    Also fatal exception(or idk) during casual jumping in city. Seems not reliable.

  7. #82
    MrTheSoulz's Avatar Contributor
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    Originally Posted by Wildbreath View Post
    not sorted, just list of units.
    will check BehindUnit
    hey, tool isnt for stress-test! dont need reload a 10 times using alt-tab
    But... but... :P
    I find myself reloading alot when testing changes.
    Also anyway you can optimize the object manager? seems to be quite heavy atm.

    Thanks!
    Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.

  8. #83
    Wildbreath's Avatar Contributor
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    Originally Posted by MrTheSoulz View Post
    But... but... :P
    I find myself reloading alot when testing changes.
    Also anyway you can optimize the object manager? seems to be quite heavy atm.

    Thanks!
    right. working on this

  9. #84
    Hackinte's Avatar Sergeant
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    I've updated PE to use the newest version, look for it in the next release (should be 6.0.2r13).

  10. #85
    botirk's Avatar Master Sergeant
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    Originally Posted by Hackinte View Post
    I've updated PE to use the newest version, look for it in the next release (should be 6.0.2r13).
    Latest version is not stable It would be better to update for latest stable version + link to it.

  11. #86
    Wildbreath's Avatar Contributor
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    first post updated. object manager really was heavy - optimized
    updated function:
    PHP Code:
    local DistanceTo = function(unit1unit2
        
    unit1 unit1 or 'player' 
        
    unit2 unit2 or 'target' 
        
    if UnitExists(unit1) and UnitExists(unit2) and UnitPosition then 
            local px
    pypz UnitPosition(unit1
            
    local uxuyuz UnitPosition(unit2
            return 
    sqrt((px ux)^+ (py uy)^+ (pz uz)^2
        
    end 
        
    return 
    end

    local enemycount 
    = function(unitmaxdist
        
    unit unit or 'target' 
        
    maxdist maxdist or 10 
        local count 
    ObjectsCount()
        
    local allcount 0
        
    for i=1count-do
            
    local objid ObjectByIndex(i)
            if 
    obj and UnitCanAttack('player'obj) and unithp(obj) > and DistanceTo(unitobj) <= maxdist then
                allcount 
    allcount 1
            end
        end
        
    return allcount
    end 

  12. #87
    botirk's Avatar Master Sergeant
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    Also it requires affirmation before injection (it was not there previosly in case of only 1 wow running).

  13. #88
    botirk's Avatar Master Sergeant
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    Here is my code:
    Code:
    units = function()
    		local allies,targets = {},{}
    		if UnitCanAssist("player") then allies[1] = "player" end
    		if UnitCanAttack("target") then targets[1] = "target" end
    		for i=1,ObjectsCount()-1 do
    			local obj = ObjectByIndex(i)
    			if obj then
    				if UnitCanAssist(obj) then 
    					if not UnitIsUnit("player",obj) then allies[#allies+1] = obj end
    				elseif UnitCanAttack(obj) then 
    					if not UnitIsUnit("target",obj) then targets[#targets+1] = obj end
    				end
    			end
    		end
    		return allies,targets
    	end
    it seems not affecting FPS, but the frame it being called very slow(every 0.1 seconds in my case).
    ObjectCount is ~100 in my garrison near dummies.
    Last edited by botirk; 01-08-2015 at 01:33 AM.

  14. #89
    Wildbreath's Avatar Contributor
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    use objectscount one time and save it returns to value, else you call it each time in cycle

  15. #90
    aeo's Avatar Contributor
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    Nice additions to the tool. Took me awhile figure out how you can pass GUIDs to Unitxxxx LUA functions. Again, nice work.

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