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

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  1. #2506
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    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?
    Yeah that sounds like a good approach. Only thing you have to worry about is that sometime you get multiple key presses even if user press the key once.

    Yeah, win32 api should do that, it’s GetKeyState() function. You can also look at a wrapper function which I wrote in Clicksbletransparentoverlay lib ā€˜IsKeyPressed’ and CTO is already imported in GH.
    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. #2507
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Fishdetective View Post
    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()
    Hmm, that’s weird, are you running it on a virtual machine? If not, look at the FAQs, maybe one of them fixes the issue. From the error msg, It looks like the windows not detecting your graphic card or something like that.
    If I did not reply to you, it mean the question you are asking is stupid.

  3. #2508
    Fishdetective's Avatar Member
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    Originally Posted by GameHelper View Post
    Hmm, that’s weird, are you running it on a virtual machine? If not, look at the FAQs, maybe one of them fixes the issue. From the error msg, It looks like the windows not detecting your graphic card or something like that.
    Sort of - I'm running it via bootcamp on a Macbook Pro laptop. First time attempting to run via bootcamp (it runs fine in a VM). It's possible windows think's it's one video card when it's actually something else. I'll check what the Macbook says the card is. Apart from that which FAQ's should I be looking at ?

  4. #2509
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Fishdetective View Post
    Sort of - I'm running it via bootcamp on a Macbook Pro laptop. First time attempting to run via bootcamp (it runs fine in a VM). It's possible windows think's it's one video card when it's actually something else. I'll check what the Macbook says the card is. Apart from that which FAQ's should I be looking at ?
    Hmm, it might be because directX11 or .net framework isn’t available or installed. Try installing them.


    The FAQ which talks about installing .net stuff would get you info about what framework to install.


    Can you check if POE is running on directX11 or Vulkan/directx12. Can you try running Poe on directX11?
    If I did not reply to you, it mean the question you are asking is stupid.

  5. #2510
    Fishdetective's Avatar Member
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    Originally Posted by GameHelper View Post
    Hmm, it might be because directX11 or .net framework isn’t available or installed. Try installing them.


    The FAQ which talks about installing .net stuff would get you info about what framework to install.


    Can you check if POE is running on directX11 or Vulkan/directx12. Can you try running Poe on directX11?
    DXdiag lists DX12 as installed. I can't run POE either. It comes up with an error "CreateUnorderedAccessView. The parameter is incorrect". It too seems to be having trouble with the video drivers so definitely something funky with video. I don't see .NET Framework in the installed software list (though I do have the desktop runtime v5 and v6 installed). I'll try installing the framework and see if that fixes things. Thanks for the help so far. Stay tuned ...

  6. #2511
    setim's Avatar Member
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    Originally Posted by GameHelper View Post
    Yeah that sounds like a good approach. Only thing you have to worry about is that sometime you get multiple key presses even if user press the key once.

    Yeah, win32 api should do that, it’s GetKeyState() function. You can also look at a wrapper function which I wrote in Clicksbletransparentoverlay lib ā€˜IsKeyPressed’ and CTO is already imported in GH.
    Perfect. You implemented the getkeystate() in your code already. So I try to add a condition to detect the keypress in DynamicCondition.
    1. I add below code in DynamicConditionState.cs: bool IsKeyPressed(int nVirtKey, int timeout);
    2. Then I add code in DynamicConditionState.cs: public bool IsKeyPressed(int nVirtKey, int timeout) => NativeMethods.IsKeyPressedAndNotTimeout(nVirtKey, timeout);
    3. There is no error when I compile it. Then I copy the autohotkey.dll to the the correct folder.
    4. In the AHK interface, I add a rule: IsKeyPressed(84, 200) and there is no any error.
    But, when I click "t" which is "84", the result of dynamic condition is still "fals".
    Anything I missed?

  7. #2512
    setim's Avatar Member
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    Originally Posted by setim View Post
    Perfect. You implemented the getkeystate() in your code already. So I try to add a condition to detect the keypress in DynamicCondition.
    1. I add below code in DynamicConditionState.cs: bool IsKeyPressed(int nVirtKey, int timeout);
    2. Then I add code in DynamicConditionState.cs: public bool IsKeyPressed(int nVirtKey, int timeout) => NativeMethods.IsKeyPressedAndNotTimeout(nVirtKey, timeout);
    3. There is no error when I compile it. Then I copy the autohotkey.dll to the the correct folder.
    4. In the AHK interface, I add a rule: IsKeyPressed(84, 200) and there is no any error.
    But, when I click "t" which is "84", the result of dynamic condition is still "fals".
    Anything I missed?
    I change the IsKeyPressedAndNotTimeout() function to IsKeyPressed() function in NativeMethods and it work now.

  8. #2513
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    I change the IsKeyPressedAndNotTimeout() function to IsKeyPressed() function in NativeMethods and it work now.
    feel free to create an MR if everything works on your side.
    If I did not reply to you, it mean the question you are asking is stupid.

  9. #2514
    setim's Avatar Member
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    Originally Posted by GameHelper View Post
    feel free to create an MR if everything works on your side.
    Do you mean create a new issue in github?

  10. #2515
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    Do you mean create a new issue in github?
    create a merge request/pull request with your code changes ( if this change does solve your issue of triggering trap 2 after trap 1 ).
    If I did not reply to you, it mean the question you are asking is stupid.

  11. #2516
    Dulss's Avatar Member
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    Heist Chest Icon

    I have problem with Icon while playing Contract

    BaseGame Icons work well, but my Heist Icons didnt work at all.
    Tried to re install the Overlay still same

  12. #2517
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by Dulss View Post
    I have problem with Icon while playing Contract

    BaseGame Icons work well, but my Heist Icons didnt work at all.
    Tried to re install the Overlay still same
    Heist icons are fixed by GGG.

  13. #2518
    Dulss's Avatar Member
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    Originally Posted by Sychotix View Post
    Heist icons are fixed by GGG.
    SADGEEEEEEEEEEE i dont know that fkkkk

  14. #2519
    setim's Avatar Member
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    Originally Posted by GameHelper View Post
    create a merge request/pull request with your code changes ( if this change does solve your issue of triggering trap 2 after trap 1 ).
    Ok, I need to create a account in Github first.
    Here is a simple descrition about this new rule.
    When do you need this rule?
    if you have more skill (not Instant skill) need to be used during the fight with different condition. Then you can use this rule.
    Here is an example:
    Rule 1: for Trap 2 which will be used only when there is a "magic or rare or uniq monster" in range and when you press key "t"
    trap2.jpg
    Rule 2: for Trap 1 which will be used when you are action is not "throw" and when you press key "t"
    trap1.jpg

    you need to put the rule 1 before rule 2.
    So in the game, when you key press "t", if there is a magic/rare monter, you will use Trap2. if there is no magic/rare monster, you will use Trap1.

    BTW. I am not a programmer. The new function is very simple. Maybe you can make it more user friendly.
    Last edited by setim; 07-26-2022 at 05:46 PM.

  15. #2520
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    Ok, I need to create a account in Github first.
    Here is a simple descrition about this new rule.
    When do you need this rule?
    if you have more skill (not Instant skill) need to be used during the fight with different condition. Then you can use this rule.
    Here is an example:
    Rule 1: for Trap 2 which will be used only when there is a "magic or rare or uniq monster" in range and when you press key "t"
    trap2.jpg
    Rule 2: for Trap 1 which will be used when you are action is not "throw" and when you press key "t"
    trap1.jpg

    you need to put the rule 1 before rule 2.
    So in the game, when you key press "t", if there is a magic/rare monter, you will use Trap2. if there is no magic/rare monster, you will use Trap1.

    BTW. I am not a programmer. The new function is very simple. Maybe you can make it more user friendly.
    Feel free to post your code changes here and I will look at it and then modify/add it. If you don’t wanna create a account/stuff.
    If I did not reply to you, it mean the question you are asking is stupid.

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