Why doesn't the game automatically do /oos?

"
Alhoon wrote:
"
K, i tried and failed, whats a send key and how do i use it? I want to put /oos on the q button btw.

So i press a button then enter and another button and enter again or something when it should be working? I suck so much at this computer stuff. :(


I took NoFunnyName's script and edited it so it works when you press q button. There's no need to press anything else, just q is enough.

"
#ifWinActive, Path of Exile
{
*q::Sendinput {enter}/oos{enter}
}


By the way, when did they change the interface so Sendinput works? Because I remember trying it back in open beta and it couldn't keep up with the input speed, which was the reason why my version had sleeps there.


Thanks a lot, now it works! Goodness, desync free leap slams and whirling blades. *hugs* *kisses* *bow* <3
Lol, now i open the social panel when i type q in the chatbox. The autohotkey worked perfectly though, leap slamming through docks was a good test for it.
"
Mark_GGG wrote:
Multistrike will delay it, not prevent it. On the server you continued the initial cyclone, on the client it was interrupted and then immediately started the second, due to multistrike. Thus the client is one cyclone ahead of the server (and quite possibility targeting different enemies for the remaining cyclone). When the client finishes, the server will do another cyclone, since it's only on the second. How out of sync you get depends heavily on which targets are picked on the client and server, how long each cyclone is, and where each ends up, position wise.


Funny how that issue is known since beta and still exists....even funnier that you participate here and share your expert knowledge but don't say ANYTHING about how you guys plan to fix that.
"
Polypropylen wrote:
"
Mark_GGG wrote:
Multistrike will delay it, not prevent it. On the server you continued the initial cyclone, on the client it was interrupted and then immediately started the second, due to multistrike. Thus the client is one cyclone ahead of the server (and quite possibility targeting different enemies for the remaining cyclone). When the client finishes, the server will do another cyclone, since it's only on the second. How out of sync you get depends heavily on which targets are picked on the client and server, how long each cyclone is, and where each ends up, position wise.


Funny how that issue is known since beta and still exists....even funnier that you participate here and share your expert knowledge but don't say ANYTHING about how you guys plan to fix that.


Way to fight with a game dev online.

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