[SOLVED] GameManager.LocalPlayer.GetActiveCCs() not working correctly
all ccs are added to the list but they never leave it again untill reset of instance.
GameManager.LocalPlayer.HasCrowdControl(CCStateType.Disorient)
will always return true if hit once by the cc, untill reset of instance
GameManager.LocalPlayer.GetCCState(CCStateType.Disorient).TimeRemaining
will always return the same number if hit by disoriented once in the instance untill reset.(will return 0 if never hit by it before)
ccs never leave the list and dont display correct time (time also incorrect when actually suffering from the cc)
EDIT: Here is some lua functions if someone is interested:
all ccs are added to the list but they never leave it again untill reset of instance.
GameManager.LocalPlayer.HasCrowdControl(CCStateType.Disorient)
will always return true if hit once by the cc, untill reset of instance
GameManager.LocalPlayer.GetCCState(CCStateType.Disorient).TimeRemaining
will always return the same number if hit by disoriented once in the instance untill reset.(will return 0 if never hit by it before)
ccs never leave the list and dont display correct time (time also incorrect when actually suffering from the cc)
EDIT: Here is some lua functions if someone is interested:
Code:
public static bool HasCrowdControl(CCStateType type)
{
return Buddy.Wildstar.Game.GameManager.Lua.GetReturnValue<float>(
@"cc = GameLib.GetPlayerUnit():GetCCStateTimeRemaining(Unit.CodeEnumCCState." + type.ToString() + @")
return cc
") > 0;
}
public static float CrowdControlTimeRemaining(CCStateType type)
{
return Buddy.Wildstar.Game.GameManager.Lua.GetReturnValue<float>(
@"cc = GameLib.GetPlayerUnit():GetCCStateTimeRemaining(Unit.CodeEnumCCState." + type.ToString() + @")
return cc
");
}
Last edited: