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Member
When configuring AutoHotKey, is there a way I can add a condition to not use in town?
Overall fantastic work, my absolute favorite tool!
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Originally Posted by
Enigmishh
When configuring AutoHotKey, is there a way I can add a condition to not use in town?
Overall fantastic work, my absolute favorite tool!
AutoHotKey never execute in town, not sure what are you talking about dude.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
I think that the latest update broke AutoHotkey routine, flask do not trigger.
Edit: My bad, I got lost in profiles.
Last edited by Senotin; 04-11-2023 at 05:49 AM.
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Member
why its use flask more than once when I run near monster? any idea what to change?
Un444titled 2.jpg
ok nevemind, cooldown was not set
Last edited by kisapll; 04-11-2023 at 02:43 AM.
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Member
Originally Posted by
GameHelper
Uploaded a new version, please download it from the first post.
Changes: Now you can specify nearby monster/friendly condition via the condition template (click ADD New Condition -> NEARBY_MONSTER_COUNT).
I will consider these two issues as fixed now. (Let me know if that's not the case).
Can you also add the a function to Count the friendly monster by name? It will be really useful for Totem build or minion build.
BTW, is it the same range used for friendly monster count as other monster?
I just notice that it is implemented already. Perfect.
Last edited by setim; 04-11-2023 at 04:03 AM.
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Member
Hey bro, I messaged you in pm about the steam version if you do not mind I would like to get it
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Member
Thanks for this amazing tool.
just return to this season and found this HUD and it's so advanced!
However, can you please look into this
version 2.0.68
PlayerSkillsUseable.Contains() doesn't change state when the designated skill is activated.
tried couple of skills from the template dropdown list which contains all my active skills and none of them works.
Could you please have a look?
Thank you
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Originally Posted by
Rrrs
Thanks for this amazing tool.
just return to this season and found this HUD and it's so advanced!
However, can you please look into this
version 2.0.68
PlayerSkillsUseable.Contains() doesn't change state when the designated skill is activated.
tried couple of skills from the template dropdown list which contains all my active skills and none of them works.
Could you please have a look?
Thank you
working fine on my side, please provide more detail/video/etc
Originally Posted by
Galaxy83
Hey bro, I messaged you in pm about the steam version if you do not mind I would like to get it

F.A.Q 15
If I did not reply to you, it mean the question you are asking is stupid.
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Active Member
nvm.. started working after client restart
Last edited by pwndbymeh; 04-11-2023 at 08:11 AM.
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Member
Originally Posted by
stacked
Code:
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x2949FBEE470
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x2949FBEB6F0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x2949FBEBA30
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29453E1E0D0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29453E1EDD0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29453E22370
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29428997270
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x2953BC040B0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29433734BD0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29433734A30
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29445E10070
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x29445E11730
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x294C99494B0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x294C9945210
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x293FB31B0D0
ERROR: Failed To Read the Memory (array) due to Error Number: 0x6 on address 0x2949395FA30 with size 12
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x2939810D840
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x293BB3CBCD0
ERROR: Failed To Read the Memory (T) due to Error Number: 0x6 on adress 0x293439AA250
Hello, how should GameHelper deal with such a problem? I have the same problem as this player
2023-04-11 21 08 58.png
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Originally Posted by
ohyea003
Hello, how should GameHelper deal with such a problem? I have the same problem as this player
2023-04-11 21 08 58.png
This is not an issue, it’s just debug logs. Ignore them.
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
ohyea003 (1 members gave Thanks to GameHelper for this useful post)
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Member
port map
Code:
Program exited with message:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at GameHelper.RemoteObjects.Components.Actor.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\Components\Actor.cs:line 223
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 63
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 255
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 292
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 63
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 222
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 600
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 86
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
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Member
BUFF2.jpg
2023-04-11 23 02 48.jpg
Thank you GameHelper for answering our questions so patiently, because we have several Asians who are studying how to use your tools, please forgive me if my English is too bad.
Currently studying the functions in AutoHotKeyTrigger, I have a small suggestion and idea
We can see [0] and [idle] in the Actor of DV, which helps us know that its sequence is number 0. If there are also marked numbers on the menu, is it convenient for players to find the corresponding state directly? Just add numbers in front of the menu
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Originally Posted by
ohyea003
BUFF2.jpg
2023-04-11 23 02 48.jpg
Thank you GameHelper for answering our questions so patiently, because we have several Asians who are studying how to use your tools, please forgive me if my English is too bad.
Currently studying the functions in AutoHotKeyTrigger, I have a small suggestion and idea
We can see [0] and [idle] in the Actor of DV, which helps us know that its sequence is number 0. If there are also marked numbers on the menu, is it convenient for players to find the corresponding state directly? Just add numbers in front of the menu
okay, i will add it.
Originally Posted by
roffeewest
port map
Code:
Program exited with message:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at GameHelper.RemoteObjects.Components.Actor.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\Components\Actor.cs:line 223
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 63
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 255
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\Entity.cs:line 292
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 63
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 222
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\AreaInstance.cs:line 600
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 86
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
read: First post -> How to report a bug/issue -> First bullet.
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
ohyea003 (1 members gave Thanks to GameHelper for this useful post)
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Member
Weirdly inside a Syndicate Safehouse the whole thing crash with no log. Just dissapears.
Even inside Error.log there is nothing.