Scripts for Dota 2
Hero combos, visuals, trackers and hints. Get and install them on the site, in the loader or right in the game.
Scripts for Dota 2
ground
by hunnycGround height and high-ground level at any point of the dota map.
"requires": { "ground": "^1.0" }local ground = require("lib/ground")lane_geom
by hunnycA lane as a polyline: the point on it nearest to a creep, the heading there, and a walk of N units along it.
"requires": { "lane_geom": "^1.0" }local lane_geom = require("lib/lane_geom")fog_seen
by hunnycWhere each enemy hero is while nobody sees him: the tick he left vision, his last cast in the fog, a teleport's landing, a position another script worked out, plus the enemy smokes.
"requires": { "fog_seen": "^1.0" }local fog_seen = require("lib/fog_seen")threats
by hunnycEnemy casts the overlays and the dodger react to: which particle system or sound belongs to which ability, where its spot is, and its radius, width, speed and timing from valve's ability data; and for
"requires": { "threats": "^1.0" }local threats = require("lib/threats")pathing
by hunnycCan a unit walk from one world point to another: GridNav reachability with a per-caller cache, a per-tick path budget and the mars arena walls.
"requires": { "pathing": "^1.0" }local pathing = require("lib/pathing")camps
by hunnycNeutral camp data the stacking packs share: valve's stack window for each camp, the trained stack data (camp positions, approach and pull points, difficulties) and the stacking routines that jungle, s
"requires": { "camps": "^1.0" }local camps = require("lib/camps")