GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #1531
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by bigcheater1 View Post
    Crashes in heist.

    ------------------------------
    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()
    ------------------------------
    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 View Post
    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.

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #1532
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by RebrandSoft View Post
    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()
    ------------------------------
    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.

  3. #1533
    omghaxla's Avatar Member
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    Originally Posted by hacker143 View Post
    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?

  4. Thanks GameHelper, Budgah, fudenciolino (3 members gave Thanks to omghaxla for this useful post)
  5. #1534
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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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.

  6. Thanks omghaxla (1 members gave Thanks to GameHelper for this useful post)
  7. #1535
    hacker143's Avatar Knight
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    Originally Posted by omghaxla View Post
    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.

  8. #1536
    omghaxla's Avatar Member
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    Originally Posted by hacker143 View Post

    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.

  9. #1537
    Lar1k's Avatar Member
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    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.

  10. #1538
    markeloff37's Avatar Member
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    hello im new player POE this tool it safe ?

  11. #1539
    seankimy's Avatar Member
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    Thx for your contribution. I have uploaded it in the first post. What language is it?[/QUOTE]
    It's korean Thanks!

  12. #1540
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Lar1k View Post
    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.

  13. #1541
    jnz9513's Avatar Member
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    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()
    ------------------------------

  14. #1542
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by jnz9513 View Post
    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.

  15. #1543
    OrionsMaster's Avatar Member
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    Hate asking for assistance... but here goes.

    -------------

    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...

  16. Thanks GameHelper (1 members gave Thanks to OrionsMaster for this useful post)
  17. #1544
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by OrionsMaster View Post
    Hate asking for assistance... but here goes.

    -------------

    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.

  18. #1545
    hellopoe's Avatar Member
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    Hi sir. I think we need a new preloads.txt to help us. This season add new strongbox and so on.

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