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queue blocker. slightly unrelated, but need some ideas #7
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unfortunately just learned that valve denied the queue sound or other graphic alterations to their files "mods" idea when asked a few hours ago. so just knowing which screen they are on at any point would be useful |
Learned that from where? It would be trivial to add at the end of panorama/styles/play.css to remove timer: DOTAPlay.FindingMatch #SearchingTime{
visibility: collapse;
} I do recall some grievances with the stinger (the game found sound) Btw you can detect these from the recording overlay side, for example with: |
learned from a contact at valve. but got it, i would love to add that to play.css . maybe its different than the sound mod i was asking valve about. im going to ask them again about css changes in main menu for streamers with the obs pixel detector, can we run a console command when a certain pixel is detected and the scene is switched? the best i can come up with is executing an autohotkey script when a scene is switched using an obs command plugin, and then the ahk script would type console shortcut, type a command and hit enter is there a better way? |
gamestate integration does not expose those non-playing ui stuff - it's biggest oversight |
backgroundwe're hoping to disable the particle drawing during queue finding. that way the smoke / particles are hidden and we can better hide it with a browser overlay and not worry about the animations beneath our overlay. we dont want a HUGE overlay because that hides a lot of the dota ui. more on that below. this would only be used if valve denies the css change idea you posted. cause modifying css would be most optimal. prereqs
usageeither how it worksdotabod automatically detects game events (gsi) > scene switch > execute ahk script this assumes your dota 2 console hotkey is set to tilde ` the script#NoEnv
SendMode Input
; Retrieve command-line argument
CommandLine := Trim(A_Args)
SetDrawParticles(enable) {
; Determine the value to set for r_drawparticles
if (enable = "true")
drawParticlesValue := "true"
else
drawParticlesValue := "false"
; Send ` key
Send ``
Sleep 50 ; Wait for the keypress to take effect
; Send command to set r_drawparticles value
SendInput r_drawparticles %drawParticlesValue%{Enter}
Sleep 50 ; Wait for the command to be processed
; Send ` key again
Send ``
}
; Call the function with the command-line argument
SetDrawParticles(CommandLine) current overlayhttps://www.twitch.tv/videos/1871650040?t=5h11m2s you can see it blocks a lot of the client as he moves around. but looks blended from the main menu screen. it has to be large to block the particles / smoke of the finding match animations so queue snipers can't see if he is or not proposed overlayhttps://www.youtube.com/watch?v=ITps34RzgN8 with the particles hidden + a finding match image instead of the button in the link above ^. this allows the image to be much smaller so it doesn't block more of the client as he shows graphs of matches and things. you'll see ahk open the console and type the commands. its necessary to type it after each match, and type it again when you found a match to turn it back on (otherwise it messes with the gameplay graphics like spells cast projectiles etc if you leave it on) another propositionto show an empty bottom right corner image, so snipers wont know if he's queueing or not queueing, itll just be blank. same as your css solution setting visibility to false. no mock up for this one yet questions
miscagree about valve gsi missing tons of stuff, i even wrote a list of them some time ago: dotabod/backend#181 hopefully they see this one day 🤞 |
console window x|y|width|height can be preset via launch option: attached mods.zip containing: 2_find_match_particles - mod builder + resources + precompiled release 3_find_match_hide_timer - mod builder + resources + precompiled release can obviously combine them into a single mod, the builder script I've made is versatile basically,
users can use your pre-made release vpk's, don't need to have Workshop Tools installed to be fair, the goal of preventing stream sniping for colluding / dodging on finding match is ambitious guess I could try making a mod to pass the actual ui state into a cfg file but it would be clumsy |
giving this a try, it's looking super good. really appreciate your support with this, you're an immense help with clearly a ton of knowledge about the modding aspects. thought of another idea. maybe the sidebar can be transparent? when u click find match so that it doesnt show anything, just invisible. the little slide that happens that shows you're opening the queue options. and we would click the invisbile button @ the bottom to start queuing, which then closes the panel. any css exist for that? or a console way to queue a match? or maybe an ahk script that clicks so fast we wont see the sliding animation i can parse console log for find match event, is it still just the condebug flag to save it to a file?
wait why not? what do stream snipers do when the pop up is shown? they can no longer snipe at that point, unless the streamer is returned to queue if someone doesn't ready up i'm guessing
like it would pass which screen on the ui they're sitting in? profile, main menu, hero stats page, etc? or what's the purpose of this part, i must be missing something |
So you're saying that the match found popup does not matter much. Could detect searching for match state, and the match found popup. How are you interacting with the client game? GSI is one, but are you also automating steam with a custom command-line client? |
the slider matters because if snipers see him slide, they'll queue up too. a queue can take 0-3 minutes sometimes, so in that time if the slider is visible at least once, they'll all queue up and potentially match with him. the popup that says accept match does not matter, because of the reasons i stated earlier. they're unable to join the queue anymore once that popup is shown. unless its declined by someone which rarely happens. so in those rare cases we can ignore the queue syncing for now. auto accepting matches is a bit much i think. even though its doable i'm interacting with GSI and also the steam dota protobuff just to get his match details. i don't have protobuff on streamers machines or with their credentials, its just my demo dotabod steam account to get extra details like medals and profiles so we're hearing the go-ahead for the mods! this is great news. just a few questions left to try and perfect this
|
The accept match mattered if you wanted to hurt the determined asshole, That aside, |
ohh yeah, good point 😂 i like that idea actually. ahk to auto accept then? by doing pixel scanning in the middle of the screen, could be possible. something like #NoEnv
SetBatchLines, -1
CoordMode, Pixel, Screen
Loop
{
PixelSearch, FoundX, FoundY, 500, 350, 800, 450, 0xFFFFFF, 1, Fast RGB
if (ErrorLevel = 0)
{
MouseClick, left, %FoundX%, %FoundY%
Sleep 5000 ; Wait for Dota 2 to process the click
}
Sleep 1000 ; Wait for 1 second before scanning again
}
pog D: sounds exciting! also i did just find out that the slider is virtually eliminated by using ahk to double click the find match coordinates super quickly, within 50ms. so assigning it to a hotkey or something to queue up. but a mod would be better cause ahk can definitely fail if streamer forgets or doesnt want a hotkey etc |
Why stats without rank are not displayed in ranked games? |
do you have discord btw?
i’m looking for a way to hide queue timer for popular streamers to stop stream snipers
i can overlay an image ontop of the queue timer which is what i’m doing now. but through console, can i recognize when the streamer is on the main menu vs on some other page where the queue isn’t showing? is there some key that updates with what page they are currently on? if so, then i can show different images to block the queue timer so it looks more fluid and clean
or, if there’s like a vpk mod i can try to hide some of the queue assets? like changing queue minutes to a large number, or removing the snow or dust particles of queue that show. or changing the color to be transparent of it.
also to mute the queue clicking sound, or music that changes if you queue up, and anything else that may hint to an ongoing queue
what do you think? saw you had some sick vpk mods in the past so thought you’d be the best person to ask
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