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try looking into skill info (i reciently added in poehud)
I am pretty sure u will find total mine deployed info there.
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Originally Posted by
TehCheat
I thought we checked buffs and it wasn't there either. There's probably a different array pointed to somewhere where they're stored, but last I knew the only known way was iterating through entities and checking if they're mines. And I'm not sure how easy it is to tell who they belong to, either (or anything else about them, for that matter). There's a reason no one has made an auto mine detonatator yet.
No idea if this helps, or gives you an idea. They show up as minions for some reason, maybe thats the place for you to look and further decode information about where to look if anywhere
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toadskin (1 members gave Thanks to Sithylis for this useful post)
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Contributor
Originally Posted by
Sithylis
No idea if this helps, or gives you an idea. They show up as minions for some reason, maybe thats the place for you to look and further decode information about where to look if anywhere
Thank you, that's how I now determine the number of mines, but the inability to distinguish other minions from mines is very bad.
GitHub - k-Sacr/AutoMinesDetonate: Plugin for POE: AutoMinesDetonate
Last edited by kSacred; 11-19-2017 at 11:08 PM.
If you like what I'm doing and you want to support or speed up the development plagins, BTC donations can be send to: 1NLBDfMY7hURujkzfi9Uq6dnMf1zF3Vqcm
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Member
Hi, dx9 version now work?
When I run the program, nothing happens in the game.
Last edited by vitasikxp2; 11-18-2017 at 02:17 AM.
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Member
Is there a tutorial somewhere I can read on installing the mod?
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Active Member
Originally Posted by
Imthaendgame
Is there a tutorial somewhere I can read on installing the mod?
Go to: GitHub - TehCheat/PoEHUD
Click "Clone or download" and download as zip.
Extract the zip file
Launch PoE
Open PoEHUD-x64 > Open "Release" folder and run "PoeHUD.exe".
Pretty simple to be honest.
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toadskin (1 members gave Thanks to MasterDMFour for this useful post)
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Hey TehCheat why can't I see the PoiTracker Settings menu???? I just noticed that...
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★ Elder ★
Pushed out a change to the exp penalty calculation. They added an additional penalty a long time ago and it never got updated. Leveling characters in a race can be annoying without the proper penalty displaying.
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toadskin (1 members gave Thanks to GameHelper for this useful post)
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Contributor
GameController.Game.IngameState.Data.LocalPlayer.GetComponent<Actor>().Minions.C ount
This way of detecting mines work poorly well, so I did not upload my plugin and hoped that you would find a better way. Disappointment...
If you like what I'm doing and you want to support or speed up the development plagins, BTC donations can be send to: 1NLBDfMY7hURujkzfi9Uq6dnMf1zF3Vqcm
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Originally Posted by
kSacred
GameController.Game.IngameState.Data.LocalPlayer.GetComponent<Actor>().Minions.C ount
This way of detecting mines work poorly well, so I did not upload my plugin and hoped that you would find a better way. Disappointment...
I tried all possible ways, this is the most efficient way there exists.
simple, efficient in terms of memory and cpu cycles and it doesn't stop pressing the <mine detonate> button until mines are detonated....so u can keep pressing your mine button and it will still find a space in between to detonate the mine.
Last edited by GameHelper; 11-19-2017 at 11:31 PM.
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Contributor
Originally Posted by
kSacred
How do I get information about active player mines and spell totem with spell name?
They are not buffs, sort of like minions, but when they get a list of minions, they are not there
The questions is still open, can anyone know the solution.
If you like what I'm doing and you want to support or speed up the development plagins, BTC donations can be send to: 1NLBDfMY7hURujkzfi9Uq6dnMf1zF3Vqcm
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Originally Posted by
kSacred
The questions is still open, can anyone know the solution.
here's how to distinguish between mine, minion, and etc etc etc...but we get a better solution just by checking Minions.count.
Code:
var minionPathString = "";
foreach (var minionId in GameController.Game.IngameState.Data.LocalPlayer.GetComponent<PoeHUD.Poe.Components.Actor>().Minions)
{
if (GameController.Game.IngameState.Data.EntityList.EntitiesAsDictionary.ContainsKey(minionId))
{
minionPathString = GameController.Game.IngameState.Data.EntityList.EntitiesAsDictionary[minionId].Path;
LogMessage(minionPathString, 1);
}
}
Last edited by GameHelper; 11-20-2017 at 12:20 AM.
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Contributor
Originally Posted by
zaafar
here's how to distinguish between mine, minion, and etc etc etc...but we get a better solution just by checking Minions.count.
Code:
var minionPathString = "";
foreach (var minionId in GameController.Game.IngameState.Data.LocalPlayer.GetComponent<PoeHUD.Poe.Components.Actor>().Minions)
{
if (GameController.Game.IngameState.Data.EntityList.EntitiesAsDictionary.ContainsKey(minionId))
{
minionPathString = GameController.Game.IngameState.Data.EntityList.EntitiesAsDictionary[minionId].Path;
LogMessage(minionPathString, 1);
}
}
Thank you, but I also tried this method. EntityList is updated with a delay.
If you like what I'm doing and you want to support or speed up the development plagins, BTC donations can be send to: 1NLBDfMY7hURujkzfi9Uq6dnMf1zF3Vqcm
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Originally Posted by
kSacred
Thank you, but I also tried this method. EntityList is updated with a delay.
Try again with latest poehud. I did some changes.
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toadskin (1 members gave Thanks to GameHelper for this useful post)