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Originally Posted by
bigcheater1
Crashes in heist.
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2/11/2022 4:08 PM Program exited with message:
System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
---> System.NullReferenceException: Object reference not set to an instance of an object.
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(It emStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 203
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 231
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 66
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClas s53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 313
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException (ICollection exceptions, CancellationToken cancelToken, Exception otherException)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(S tdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 311
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boole an hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 248
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+Mov eNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 565
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
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Just uploaded a new version, please try that and let me know if this still happens.
Also, please delete the old Error.txt file.
Originally Posted by
seankimy
Thank you. Thanks I solved it.
Attach the file.
Thx for your contribution. I have uploaded it in the first post. What language is it?
Last edited by GameHelper; 02-12-2022 at 10:58 PM.
If I did not reply to you, it mean the question you are asking is stupid.
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Originally Posted by
RebrandSoft
v260 maybe
just before I switch to the new version:
Here is some log generated for you
I hope that will help somewhere !
Code:
11.2.2022 г. 19:02 Program exited with message:
System.Exception: New flask base found Dragonscale Doublet. Please let the developer know.
at AutoHotKeyTrigger.ProfileManager.Conditions.FlaskEffectCondition.Evaluate()
at System.Collections.Generic.List`1.TrueForAll(Predicate`1 match)
at AutoHotKeyTrigger.ProfileManager.Rule.Evaluate()
at AutoHotKeyTrigger.ProfileManager.Rule.Execute(Action`1 logger)
at AutoHotKeyTrigger.AutoHotKeyTriggerCore.DrawUI()
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in ...PRIVATEDIR\GameHelper.Plugin\PManager.cs:line 150
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in ...PRIVATEDIR\GameHelper\GameOverlay.cs:line 63
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
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12.2.2022 г. 2:36 Program exited with message:
System.Exception: New flask base found Battle Lamellar. Please let the developer know.
at AutoHotKeyTrigger.ProfileManager.Conditions.FlaskEffectCondition.Evaluate()
at System.Collections.Generic.List`1.TrueForAll(Predicate`1 match)
at AutoHotKeyTrigger.ProfileManager.Rule.Evaluate()
at AutoHotKeyTrigger.ProfileManager.Rule.Execute(Action`1 logger)
at AutoHotKeyTrigger.AutoHotKeyTriggerCore.DrawUI()
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in ...PRIVATEDIR\GameHelper.Plugin\PManager.cs:line 150
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in ...PRIVATEDIR\GameHelper\GameOverlay.cs:line 63
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
------------------------------
12.2.2022 г. 2:55 Program exited with message:
System.AggregateException: One or more errors occurred. (Collection was modified; enumeration operation may not execute.)
---> System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.Dictionary`2.Enumerator.MoveNext()
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\Entity.cs:line 144
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\Entity.cs:line 165
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in ...PRIVATEDIR\GameHelper.RemoteObjects\RemoteObjectBase.cs:line 42
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClass53_0.<UpdateEntities>b__0(Int32 index) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\AreaInstance.cs:line 215
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(StdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\AreaInstance.cs:line 213
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\AreaInstance.cs:line 169
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\AreaInstance.cs:line 419
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in ...PRIVATEDIR\GameOverlay.cs:line 63
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
------------------------------
12.2.2022 г. 11:18 Program exited with message:
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in ...PRIVATEDIR\GameHelper.RemoteObjects.States.InGameStateObjects\Entity.cs:line 74
at Radar.Radar.DrawMapIcons(Vector2 mapCenter, Single iconSizeMultiplier) in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 515
at Radar.Radar.DrawUI() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 233
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in ...PRIVATEDIR\GameHelper.Plugin\PManager.cs:line 150
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in ...PRIVATEDIR\GameHelper\GameOverlay.cs:line 63
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
------------------------------
released a new version, download from first post.
this (hopefully) fixes this issue.
If I did not reply to you, it mean the question you are asking is stupid.
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Active Member
Originally Posted by
hacker143
Is it possible to set-up auto summon golem when it dies in AutohotkeyTrigger ?
From the GH settings open up Data Visualization (DV):
Goto State -> InGameStateObject -> CurrentAreInstance -> Player -> Buff. Activate your Golem and read what's the name of the buff.
From AutohotkeyTrigger:
Name: As you like
Key: Your golem's hotkey
Conditions: Add STATUS_EFFECT and select NOT_CONTAINS, enter your golem buff name (in my case rock_golem_buff)
There you go everytime your golem is dead it will auto resummon.
@GameHelper
Is there a data visualization for raised zombies? I couldn't find it or anyone else who knows how to raise zombie if 1 died?
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Post Thanks / Like - 3 Thanks
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> Is there a data visualization for raised zombies? I couldn't find it or anyone else who knows how to raise zombie if 1 died?
there is none. unfortunately.
when nearby monster condition comes to GH, we can also add nearby friendly monster.
If I did not reply to you, it mean the question you are asking is stupid.
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Post Thanks / Like - 1 Thanks
omghaxla (1 members gave Thanks to GameHelper for this useful post)
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Knight
Originally Posted by
omghaxla
From the GH settings open up Data Visualization (DV):
Goto State -> InGameStateObject -> CurrentAreInstance -> Player -> Buff. Activate your Golem and read what's the name of the buff.
From AutohotkeyTrigger:
Name: As you like
Key: Your golem's hotkey
Conditions: Add STATUS_EFFECT and select NOT_CONTAINS, enter your golem buff name (in my case rock_golem_buff)
There you go everytime your golem is dead it will auto resummon.
@
GameHelper
Is there a data visualization for raised zombies? I couldn't find it or anyone else who knows how to raise zombie if 1 died?
jesus christ dude, this is some advance knowledge of the plugin, thank you sooooooooo much
*giving nohomo hugs*
another question, is it possible to auto logout if my AG is about to die?
Last edited by hacker143; 02-13-2022 at 02:28 AM.
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Active Member
Originally Posted by
hacker143
another question, is it possible to auto logout if my AG is about to die?
So far auto quit by character life percentage is the only way i know. Need some pointer on dynamic condition before i can test the rest. Waiting for some docs on it.
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Member
The program closed by itself very often. I did not find a solution in the topic, I had to disable the functions one by one and conduct tests. Healthbar plugin problem. After turning it off, no closing of the program.
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Member
hello im new player POE this tool it safe ?
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Member
Thx for your contribution. I have uploaded it in the first post. What language is it?[/QUOTE]
It's korean Thanks!
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Originally Posted by
Lar1k
The program closed by itself very often. I did not find a solution in the topic, I had to disable the functions one by one and conduct tests. Healthbar plugin problem. After turning it off, no closing of the program.
Assuming that you checked the error txt file, and there wasn’t one. This is great!!! Can you go a bit more deep and remove rules one by one and see at which rule it happens….
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Random crashes here
Code:
2/13/2022 3:40 AM Program exited with message:
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 117
at Radar.Radar.DrawMapIcons(Vector2 mapCenter, Single iconSizeMultiplier) in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 514
at Radar.Radar.DrawUI() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 233
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 201
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
------------------------------
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Originally Posted by
jnz9513
Random crashes here
Code:
2/13/2022 3:40 AM Program exited with message:
System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct.
at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value)
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.TryGetComponent[T](T& component) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 117
at Radar.Radar.DrawMapIcons(Vector2 mapCenter, Single iconSizeMultiplier) in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 514
at Radar.Radar.DrawUI() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 233
at GameHelper.Plugin.PManager.DrawPluginUiRenderCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 201
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 85
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken cancellationToken)
at ClickableTransparentOverlay.Overlay.<Start>b__20_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__140_1(Object state)
at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
------------------------------
released a new version, it fixes this issue. Feel free to download from first post.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Hate asking for assistance... but here goes.
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Been trying to get Vaal skills to autoproc once souls are filled up.
In data visualization:
STATES > InGameStateObject > CurrentAreaInstance > Player > Components > Buffs > Status Effect (Buff/Debuff)
No effects are shown until it is procced manually. From here I found two Status Effects that are connected to the Vaal skill. We will take Vaal Grace for instance.
vaal_aura_dodge (main skill when active)
cannot_gain_souls (immediately after the buff runs out)
After the - cannot_gain_souls - status effect ends the skill needs to farm more souls to be used. I could certainly set a timer and guess the amount of time that would take... but am just wondering if someone with a bit more know how would be able to explain how to have it proc automatically when it's up.
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Regardless of the above. This is an amazing project and I give you Immense Kudos for putting this together. I truly appreciate the time and effort you've put into this.
Thank you so very much...
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Post Thanks / Like - 1 Thanks
GameHelper (1 members gave Thanks to OrionsMaster for this useful post)
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Originally Posted by
OrionsMaster
Hate asking for assistance... but here goes.
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Been trying to get Vaal skills to autoproc once souls are filled up.
In data visualization:
STATES > InGameStateObject > CurrentAreaInstance > Player > Components > Buffs > Status Effect (Buff/Debuff)
No effects are shown until it is procced manually. From here I found two Status Effects that are connected to the Vaal skill. We will take Vaal Grace for instance.
vaal_aura_dodge (main skill when active)
cannot_gain_souls (immediately after the buff runs out)
After the - cannot_gain_souls - status effect ends the skill needs to farm more souls to be used. I could certainly set a timer and guess the amount of time that would take... but am just wondering if someone with a bit more know how would be able to explain how to have it proc automatically when it's up.
-------------
Regardless of the above. This is an amazing project and I give you Immense Kudos for putting this together. I truly appreciate the time and effort you've put into this.
Thank you so very much...
If I add soul count in vital structure, would that help?
I haven’t tested it but shouldn’t rage/souls be available in player life component. I will research on this and get back to you.
EDIT: nevermind, rage/vaal soul isn't in life component. I wonder where it is.
Last edited by GameHelper; 02-13-2022 at 09:47 PM.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
Hi sir. I think we need a new preloads.txt to help us. This season add new strongbox and so on.