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Nireves

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    Nireves reacted to Seminko in Switch target, polymorph, switch to original target   
    Sorry, I don't follow. My understanding is the OnFightLoop "loop" is acting like a while loop everytime I'm in combat, doing its thing continuously.
    Let's say, if I have the code below and the first argument would be true, cancelable.Cancel would be set to true, what would happen? It would skip the second if argument in the OnFightLoop and start right from the start?
    FightEvents.OnFightLoop += (unit, cancelable) => { if (ObjectManager.Target.GetDistance <= 8 && (!ObjectManager.Target.HaveBuff("Frost Nova") || !ObjectManager.Target.HaveBuff("Frostbite")) && (_timerFrostNova == null || _timerFrostNova.IsReady) && ObjectManager.Target.HealthPercent >= 20) { Move.StrafeRight(Move.MoveAction.PressKey, 1250); cancelable.Cancel = true; } if (ObjectManager.Target.GetDistance <= 10 && (!ObjectManager.Target.HaveBuff("Frost Nova") || !ObjectManager.Target.HaveBuff("Frostbite")) && (_timerFrostNova == null || _timerFrostNova.IsReady) && ObjectManager.Target.HealthPercent >= 20) { Move.StrafeLeft(Move.MoveAction.PressKey, 1250); } }; If that is the case can I disable OnFightLoop? I'm looking at the += and thinking if I did -= it would somehow remove things from the OnFightLoop? If so, how?
     
    Btw guys, this is great, this is how I like to learn, not sitting in books, that doesn't work for me at all. I have to dive right in and figure things out on real life examples. ;) Thanks for being so helpful!
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