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  1. #1
    G0tha's Avatar Member
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    [PQR] 2.1.5-2.2.0 versions and UnitFacing

    Can anyone upload me pqr versions 2.1.5 - 2.2.0 I created multiple pvp profiles for patch 4.3.4 (arena tournament/Monster WoW). 2.2.2 seems not working for 4.3.4 clients. I used to 2.1.3 beta version. I ve been searching those versions for more than 4 hours without succes. My problem is 2.2.2 doesn't work (freezes pqr client window) but i need 2.1.5+ for working PQR_UnitFacing function. In 2.1.3 beta it returns true only once. And no, i don't wanna use the old PQR_NotBehindTarget functions
    Last edited by G0tha; 07-30-2013 at 07:44 AM.

    [PQR] 2.1.5-2.2.0 versions
  2. #2
    G0tha's Avatar Member
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    bumpz000000000r

  3. #3
    CodeMyLife's Avatar Contributor
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    I surely habe it at home but sadly I'm out for the week. I was wondering why you nedd that facing feature that
    Much! And what do you know about PQR_UnitFacing()? This function was broken as far as I know... Has it been restored?

    I've had many issue with it lately. Cannot figure whats going on with it to be honest. I can probly find you v2.0 i'm almost sure I get it zipped somewhere. Actially I think I got it somewhere on the internet. Will try to add it(again) to my svn tomorrow but I would be more than interested to know your impressions on the PQR_UnitFacing problem.

    Thanks and sorry I cannot help right now but I'd like to clarify/fix this like you!
    Soapbox Rotations Developer

  4. #4
    G0tha's Avatar Member
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    http://www.ownedcore.com/forums/worl...queue-707.html ([BETA] PQRotation - an automated ability priority queue.)
    this thread with explanation how it works.

    PQR_UnitFacing("player", "target") - Is the player facing the target? - I don't remember but this one probably works fine.

    PQR_UnitFacing("target", "player") - Is the player behind the target? - Returns true only once, "on fresh target" - whenever i change target i can return the value to true only once.

    Fully working PQR_UnitFacing() would be superior to PQR_NotBehindTarget in interface/connection cases. 0.1-0.3 delay values
    I cannot figure out witch functions were used for our PQR function.

    Functions i already found in wowwiki, but the second one was removed in 1.3.0 i have no idea how to make it work.

    API GetPlayerFacing - WoWWiki - Your guide to the World of Warcraft


    API UnitFacing - WoWWiki - Your guide to the World of Warcraft.

    And yea if you can upload it somewhere on your SVN would be awesome. I'd test it abit more.
    Last edited by G0tha; 07-21-2013 at 08:43 AM.

  5. #5
    G0tha's Avatar Member
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    If anyone can upload....

  6. #6
    G0tha's Avatar Member
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    bumpz000000000r

  7. #7
    G0tha's Avatar Member
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    local z1 , z2 , z3 , z4 , z5 = PQR_UnitInfo("player")
    local g1 , g2 , g3 , g4 , g5 = PQR_UnitInfo("target")
    if UnitExists("player")
    then
    --PQR_AddToSpellDelayList(53,0,0.1)
    --print (z4)
    print (g4)
    return true

    end
    im wondering if this works in mop.
    on my 4.3.4 i noticed PQR_UnitInfo() returns 0-2pi value. You need a superior pc to check this without fps drops, if you want to do it in real time, my toughts are you just need to delay check the function to make it work.
    PQR_UnitFacing was somehow broken on npcs, works fine on players.
    PQR_UnitInfo() still works great on every npc, player in game.
    Now i need to convert this function to the new UnitFacing with delay somehow to make it work?!

    I need something to delay the function check, it makes fps drops everytime it's about to execute backstab
    --PQR_AddToSpellDelayList(53,0,0.1) won't work here,
    the only way i found is to change Recast Delay in PQR main settings.


    BTW: still looking for 2.15-2.20 version

    EDIT: Maybe there is any way to delay PQR_Facing() function, without delaying the whole rotation?

    EDIT2:
    I am so bad at math, and scripting. This is what i got:
    local p1 , p2 , p3 , p4 , p5 = PQR_UnitInfo("player")
    local t1 , t2 , t3 , t4 , t5 = PQR_UnitInfo("target")
    rad = 57.295779
    pr = p4*rad
    tr = t4*rad
    tmin = pr - 90
    tmax = pr + 90
    tmininverted = pr - 90 + 360
    tmaxinverted = pr + 90 - 360

    function canbackstab()

    if pr > 90 and pr < 270
    then
    if tmin < tr and tmax > tr
    then
    return true
    end


    end
    end


    if canbackstab()
    then
    print ("player",pr, "target",tr)


    return true

    end
    I have no idea how to math for player value 270-360 and 0-90 in a simply way
    Last edited by G0tha; 07-30-2013 at 11:17 AM.

  8. #8
    Wrongusername's Avatar Sergeant
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    PQR 2.1.1
    PQR 2.1.9
    Not mine so use at your own risk/viruscheck first.

    Generally getting unit positions and facing is NOT cpu-intensive at all and can be done every 1ms at your leisure.
    Your math doesn't have any math in it yet, you're basically checking if you're facing north arrow of compass, not if you're facing enemy.

    Code:
    function GetPointYawAngle(x1,y1,facing,x2,y2)
       local yaw=atan2(y1-y2,x1-x2)-facing;
       if yaw<0 then
          yaw=yaw+360;
       end;
       return yaw;
    end;
    
    function GetUnitYawAngle(unitID1,unitID2)
       
       if not (UnitExists(unitID1) and UnitExists(unitID2)) then
          return
       end;
       
       local x1,y1,_,facing=PQR_UnitInfo(unitID1);
       local x2,y2=PQR_UnitInfo(unitID2);
       return GetPointYawAngle(x1,y1,deg(facing),x2,y2)
       
    end;
    
    
    function IsUnitFacingUnit(unitID1,unitID2)
       
       local yawAngle=GetUnitYawAngle(unitID1,unitID2);
       return yawAngle>90 and yawAngle<270
    
    end;
    
    function IsUnitBehindUnit(unitID1,unitID2)
       return not IsUnitFacingUnit(unitID2,unitID1);
    end;
    Remember, to backstab you must be both behind enemy and facing enemy...
    Last edited by Wrongusername; 07-30-2013 at 12:54 PM.

  9. #9
    G0tha's Avatar Member
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    thanks alot, works like a charm +rep

  10. #10
    G0tha's Avatar Member
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    Code:
    function GetPointYawAngle(x1,y1,facing,x2,y2)
       local yaw=atan2(y1-y2,x1-x2)-facing;
       if yaw<0 then
          yaw=yaw+360;
       end;
       return yaw;
    end;
    
    function GetUnitYawAngle(unitID1,unitID2)
       
       if not (UnitExists(unitID1) and UnitExists(unitID2)) then
          return
       end;
       
       local x1,y1,_,facing=PQR_UnitInfo(unitID1);
       local x2,y2=PQR_UnitInfo(unitID2);
       return GetPointYawAngle(x1,y1,deg(facing),x2,y2)
       
    end;
    
    
    function IsUnitFacingUnit(unitID1,unitID2)
       
       local yawAngle=GetUnitYawAngle(unitID1,unitID2);
       return yawAngle>90 and yawAngle<270
    
    end;
    
    function IsUnitBehindUnit(unitID1,unitID2)
       return not IsUnitFacingUnit(unitID2,unitID1);
    end;
    Sorry for necroing, but can anyone confirm there's not any error in code? Everything works great, but i just have fps drops when i use this code ( been using this for almost half year)
    Last edited by G0tha; 12-18-2013 at 04:42 PM.

  11. #11
    vitalic's Avatar Contributor CoreCoins Purchaser
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    You will get FPS drops without any throttling, each PQR_UnitInfo() call is extremely expensive. You need to set a global like LastFacing and only update it every 0.5-1 seconds or however precise you need to be. PQR has an internal delay of 0.2 seconds but it's not sufficient to avoid performance issues, you can try increasing it by changing PQR_ObjMgrPulseTimer when you load your profile.

    I actually re-wrote PQR_UnitInfo just to see if I could improve the performance and managed to shave off 1-2ms on each call but it's still expensive due to the way Xelper implemented it, which I assume is the only way he could find to do it. The problem is it scales really badly, the more objects around you (like in a 40 man BG) the more expensive each call is.

  12. #12
    Wooknew's Avatar Member
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    Nvm thanks
    Last edited by Wooknew; 06-26-2020 at 10:16 PM.

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