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[STOCK] Target is exist in client's angle and distance (03/07/2013 Ver 1.1)


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Bimbo1
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Join Date: Jan 2010
Location: brazil
Old 04-06-2013 , 11:54   Re: [STOCK] Target is exist in client's angle and distance (03/07/2013 Ver 1.1)
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it's pretty cool! but it doesn't check whether there is an obstacle between the two players or not, does it? well, since cassiopeia's ult doesn't do that too, i guess it's fine.
@edit: oh, since i think that you would be using this several times to detect all the players that are in range of someone, you would like to have it optimized. so, i recommend you using the third parameter of GetVectorDistance set as true, which will return a value without square rooting and, then, square the distance of your function. square rooting isn't as easy as a multiplication. also, checking the distance vector between the two players before doing anything else would be nice too, because it wouldn't do the angle calculation unnecessarily. if resultdistance(squared) is > distance(squared), nothing else matters, return it false right away.
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Last edited by Bimbo1; 04-06-2013 at 17:09.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 04-06-2013 , 17:10   Re: [STOCK] Target is exist in client's angle and distance (03/07/2013 Ver 1.1)
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Should make it draw tes too o:
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Guren
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Join Date: Feb 2011
Location: Equestria, Ponyville
Old 04-29-2013 , 03:18   Re: [STOCK] Target is exist in client's angle and distance (03/07/2013 Ver 1.1)
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Quote:
Originally Posted by Bimbo1 View Post
it's pretty cool! but it doesn't check whether there is an obstacle between the two players or not, does it? well, since cassiopeia's ult doesn't do that too, i guess it's fine.
@edit: oh, since i think that you would be using this several times to detect all the players that are in range of someone, you would like to have it optimized. so, i recommend you using the third parameter of GetVectorDistance set as true, which will return a value without square rooting and, then, square the distance of your function. square rooting isn't as easy as a multiplication. also, checking the distance vector between the two players before doing anything else would be nice too, because it wouldn't do the angle calculation unnecessarily. if resultdistance(squared) is > distance(squared), nothing else matters, return it false right away.

i'll be fix. i'm a trial period now. so i don't have a many times.
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