TI6 Battle Pass Update - 16th May, 2016

edited May 2016 in News and Announcements

http://www.dota2.com/international/battlepass/

New Modifier Properties

  • MODIFIER_PROPERTY_CAN_ATTACK_TREES - GetModifierCanAttackTrees
  • MODIFIER_PROPERTY_VISUAL_Z_DELTA - GetVisualZDelta

New Lua functions

  • CDOTA_Item:SetItemState( iState )
  • CDOTA_Item:GetItemState()
  • CBaseAnimating:SetBodygroupByName( pName, iValue )
  • CDOTABaseGameMode:AreWeatherEffectsDisabled()
  • CDOTABaseGameMode:SetWeatherEffectsDisabled( bDisable )
  • CDOTAGameManager:GetHeroDataByName_Script( string_1 )

New Panorama functions

  • Game.IsGamePaused()
  • Game.IsInToolsMode()
  • Panel.SwitchClass( cstring cstring_1, cstring cstring_2 )
  • Panel.BLoadLayoutSnippet( cstring cstring_1 )
  • GetCurrentEventTrophyLevel()

New Panorama Event

Lua functions changed

  • GridNav:DestroyTreesAroundPoint( Vector_1, float_2, bool_3, int_4 ) added last int, beware if you use this function in your addon you will have to update it otherwise it will generate a vscript error.
  • CDOTA_Buff:Destroy( bPurged ) added bPurged boolean

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Comments

  • Posts: 149

    dota_launch_custom_game no longer recognized?

  • Posts: 32

    @ChalkyBrush Oh, my god. I can not dota_launch_custom_game.

  • edited May 2016 Posts: 19

    Same, what was another way?

    Aside from launching it from hammer.

  • Posts: 1,670

    PANIC :crazy:

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 125

    Aside from launching it from hammer.

    For me it says that it cant find resource compiler..

  • edited May 2016 Posts: 19

    Yeah... Simply does nothing atm. Says nothing for me, though.

    Seems like you can load through asset browser - right click on your map/Engine Commands/Your_map_name

    It loads the map without any entities though..

    Maybe you can add everything through the console...

    Errmm.. I guess we have to wait for a fix.

  • edited May 2016 Posts: 213

    Oh, my god. I can not dota_launch_custom_game.

    butter robot Yea, welcome to the club pal!

  • Posts: 19

    It's back \o/

  • DunDun
    Posts: 123

    tfw immortal tile is not available on tools

  • Posts: 16

    New grass? enter image description here

  • edited May 2016 Posts: 32

    @Noya There is also an update.

    -New Panorama Event UIShowCustomLayoutTooltip.

    <TextButton text="TooltipTest 1" 
        onmouseover="UIShowCustomLayoutTooltip( TestTooltip, file://{resources}/layout/tooltips/tooltip_custom_test.xml )" 
        onmouseout="UIHideCustomLayoutTooltip( TestTooltip )" />
    <TextButton text="TooltipTest 2" 
        onmouseover="UIShowCustomLayoutParametersTooltip( TestTooltip2, file://{resources}/layout/tooltips/tooltip_custom_test.xml, test=blah )" 
        onmouseout="UIHideCustomLayoutTooltip( TestTooltip2 )" />
    
  • Posts: 1,670

    Updated

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 149

    Can't use immortal terrain in tools :cry:

  • edited May 2016 Posts: 19

    Does anyone else's client crash from using knockback modifier?

    local knockbackModifierTable =  {
                                                        should_stun = 1,
                                                        knockback_duration = 1,
                                                        duration = 1,
                                                        knockback_distance = 200,
                                                        knockback_height = 150,
                                                        center_x = shard:GetAbsOrigin()[1]+1,
                                                        center_y = shard:GetAbsOrigin()[2]+1,
                                                        center_z = shard:GetAbsOrigin()[3]
                                                    }
    enemies[i]:AddNewModifier( nil, nil, "modifier_knockback", knockbackModifierTable )
    

    This makes my client crash 100% atm. Zero errors.

  • Posts: 149

    Yapheds, had the exact same problem, my agme was crashing like crazy. Make sure for the first argument you put valid 'casting entity'.

  • Posts: 149

    enemies[i]:AddNewModifier( caster, nil, "modifier_knockback", knockbackModifierTable )

    should fix

  • edited May 2016 Posts: 1,670

    tfw immortal tile is not available on tools

    Can't use immortal terrain in tools :cry:

    What do you guys mean? I just did

    http://puu.sh/oV3a0/845a9cdc8c.jpg

    http://puu.sh/oV3ku/7cd21322fe.jpg

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 1,670

    :pogchamp: :pogchamp: :pogchamp: :pogchamp:

    :pogchamp: :pogchamp: :pogchamp: :pogchamp:

    The concept of Modding Community doesn't go well together with Competitive Business
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  • edited May 2016 Posts: 149

    my game apparently has brutal memory leak issues now

  • Posts: 149

    CanAttackTrees though!

  • Posts: 1,670

    Yeah CanAttackTrees isn't as useful as I thought it would be because there is still no way to accurately get the tree you are targeting (no order/target click filter available), but here's hoping we can get it on a future update

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 149

    Was DestroyTreesAroundPoint changed again? People posting that it's broken on my workshop, not at PC and can't fix though

  • Posts: 1,670

    function GridNav:DestroyTreesAroundPoint( Vector_1, float_2, bool_3 ) end

    seems like it :sweat_smile:

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 149

    omfg -_-

  • edited May 2016 Posts: 32

    Today I found out that two Panorama Events:

    UIShowCustomLayoutTooltip and UIShowCustomLayoutParametersTooltip :pogchamp: :pogchamp: :pogchamp:

    About ProjectileManager:CreateLinearProjectile(info) and ProjectileManager:CreateTrackingProjectile(info).

    Fixed a bug with add ExtraData to info table,the Ability_Lua functions OnProjectileHit_ExtraData and OnProjectileThink_ExtraData didn't get it.

    Now, the third parameter can get ExtraData :cool: :cool: :cool:

    Exmple:

    function ability_test:OnSpellStart()
        local caster = self:GetCaster()
        local info = 
        {
            ... 
            ExtraData = {1,"test",false}
        }
        projectile = ProjectileManager:CreateLinearProjectile(info)
    end
    
    function ability_test:OnProjectileHit_ExtraData(hTarget, vLocation, table)
        DeepPrintTable(table)
        --[[
        console disply
        {
            2         = "test" (string)
            1         = 1 (number)
            3         = 0 (number)
        }
        ]]
        return false
    end
    
  • edited May 2016 Posts: 32

    Today I found the CDOTA_Buff:Destroy( bPurged ) change back. :surprised: :surprised: :surprised:

    Now CDOTA_Buff:Destroy()

    Yesterday, I changed all modifier:Destroy() to modifier:Destroy(true).

    Today, I changed all modifier:Destroy(true) to modifier:Destroy().

    :crazy: Yay, Fortunately, I only have one line modifier:Destroy()

  • edited May 2016 Posts: 412

    Yeah my game broke into pieces with these changes and the following rollback too. Dota imba changelog: http://dg-lab.com/qimiv

  • Posts: 1,670

    OnProjectileHit_ExtraData is the best way to do bouncing tracking projectiles, nice!

    The concept of Modding Community doesn't go well together with Competitive Business
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  • Posts: 149

    I left my workstation last night before they changed DestroyTreesAroundPoint again. I guided my roommate who couldn't even navigate Sublime Text to fix it over Google Hangouts :crazy:

  • edited May 2016 Posts: 1,670

    is there a way to disable garden ground fading?

    ^ Edit the tileset, fading entities have their own prop_ type

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