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

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  1. #2491
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Yeah I have stopped updating first page since launcher does auto update. Maybe I should write it on the first page.
    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. #2492
    ngoviettanbg's Avatar Member
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    everything is good. thanks sir
    Last edited by ngoviettanbg; 07-17-2022 at 04:02 AM.

  3. #2493
    gaconex's Avatar Member
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    the heist's chest reveal icon disappear, any ideal of this or te bot does not support anymore?

  4. #2494
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by gaconex View Post
    the heist's chest reveal icon disappear, any ideal of this or te bot does not support anymore?
    Heist chests were patched recently. That functionality will likely never come back.

  5. #2495
    xcrea's Avatar Member
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    Nice work.

    I just started using this app. I have a question. Is there a zoom hack? Just for that, I'm also opening cheat engine.

  6. #2496
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by xcrea View Post
    Nice work.

    I just started using this app. I have a question. Is there a zoom hack? Just for that, I'm also opening cheat engine.
    everything is mentioned in the first post.
    If I did not reply to you, it mean the question you are asking is stupid.

  7. #2497
    InSTALINg's Avatar Member
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    Hello, how i can add CoPilot plugin or follower plugin for multuboxing in this tool? Or can i tune AutoHotKeyTrigger for targeting monster with spells?

  8. #2498
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by InSTALINg View Post
    Hello, how i can add CoPilot plugin or follower plugin for multuboxing in this tool? Or can i tune AutoHotKeyTrigger for targeting monster with spells?
    You can start exileAPI along with gamehelper to achieve that.
    If I did not reply to you, it mean the question you are asking is stupid.

  9. #2499
    NowellGunn's Avatar Member
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    I am agree with you my problem is solved. I am very happy

    Have a good day

  10. #2500
    SandorClegane's Avatar Member
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    Sorry if this was already asked but is it not possible to show map boss locations(those that are not in a boss room) with radar plugin?

  11. #2501
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by SandorClegane View Post
    Sorry if this was already asked but is it not possible to show map boss locations(those that are not in a boss room) with radar plugin?
    You mean as soon as you enter the map?

    As far as I am aware that’s not possible.
    If I did not reply to you, it mean the question you are asking is stupid.

  12. #2502
    setim's Avatar Member
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    I have two trap skill need to use. For normal monster, I will use trap 1 and for magic/rare monster, i will use both trap 2 + trap 1.
    So I will press Rbutton to use Trap1 in game. The action for trap 1 is "throw", so I make a rule like: when my action is throw and there is magic/rare monster, use trap2.
    Then the problem is: the trap2 will be triggered when the action throw started. Then the "throw" action will be canceled and replaced by trap2.
    Does this mean we waste some time on the canceled "throw" action?
    Any better way to do it?

  13. #2503
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    I have two trap skill need to use. For normal monster, I will use trap 1 and for magic/rare monster, i will use both trap 2 + trap 1.
    So I will press Rbutton to use Trap1 in game. The action for trap 1 is "throw", so I make a rule like: when my action is throw and there is magic/rare monster, use trap2.
    Then the problem is: the trap2 will be triggered when the action throw started. Then the "throw" action will be canceled and replaced by trap2.
    Does this mean we waste some time on the canceled "throw" action?
    Any better way to do it?
    You need to invert the rule. So make a rule where you use trap 2 when animation is NOT throwing.

    Then you need to figure out a rule so your trap 2 isn’t spammed continuously. So, that can be nearby monster + some buff that happen due to trap 1 but not trap 2.

    Overall it’s gonna be complicated because there is no way to differentiate between 2 traps in GameHelper.
    If I did not reply to you, it mean the question you are asking is stupid.

  14. #2504
    setim's Avatar Member
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    Originally Posted by GameHelper View Post
    You need to invert the rule. So make a rule where you use trap 2 when animation is NOT throwing.

    Then you need to figure out a rule so your trap 2 isn’t spammed continuously. So, that can be nearby monster + some buff that happen due to trap 1 but not trap 2.

    Overall it’s gonna be complicated because there is no way to differentiate between 2 traps in GameHelper.
    There is no buff for trap 1 and since trap 2 need to be run when my curse target on a speicific position. So it means i need to control when trap2 should be excuted by "key press".

    So I am thinking to add a key press moniter function in a local version of gamehelper. When AHK detect a key press for example "f", it will judge whether trap 1 or trap 2 should be used.

    Any suggestion which key press function is good to be used? Win32 API?

  15. #2505
    Fishdetective's Avatar Member
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    I'm getting the following error when trying to run GH on Windows 10 Pro. The video drivers are up to date, as is the OS. DXDiag detects no errors. GH is at the latest version (1.1.19). I can run the launcher no problem but trying to run gamehelper.exe (in either normal or admin mode) gives me the error. Any way to fix it ?

    System.NullReferenceException: Object reference not set to an instance of an object.
    at Vortice.Direct3D11.D3D11.RawD3D11CreateDeviceNoContext(IntPtr adapterPtr, DriverType driverType, DeviceCreationFlags flags, FeatureLevel[] featureLevels, ID3D11Device& device, FeatureLevel& featureLevel)
    at Vortice.Direct3D11.D3D11.D3D11CreateDevice(IntPtr adapterPtr, DriverType driverType, DeviceCreationFlags flags, FeatureLevel[] featureLevels, ID3D11Device& device)
    at Veldrid.D3D11.D3D11GraphicsDevice..ctor(D3D11DeviceOptions options, Nullable`1 swapchainDesc)
    at Veldrid.D3D11.D3D11GraphicsDevice..ctor(GraphicsDeviceOptions options, D3D11DeviceOptions d3D11DeviceOptions, Nullable`1 swapchainDesc)
    at Veldrid.GraphicsDevice.CreateD3D11(GraphicsDeviceOptions options, SwapchainDescription swapchainDescription)
    at Veldrid.StartupUtilities.VeldridStartup.CreateDefaultD3D11GraphicsDevice(Graphic sDeviceOptions options, Sdl2Window window)
    at Veldrid.StartupUtilities.VeldridStartup.CreateGraphicsDevice(Sdl2Window window, GraphicsDeviceOptions options, GraphicsBackend preferredBackend)
    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()
    at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

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