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

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  1. #3211
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by camapxam View Post
    confirming intervention crash GH
    Try the latest version, I think i have figured out a fix.
    Download it from the first post.
    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. Thanks camapxam (1 members gave Thanks to GameHelper for this useful post)
  3. #3212
    Pepega1133's Avatar Member
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    i cant figure out how to use expeditionicons working, or is it not working rn?

  4. #3213
    camapxam's Avatar Active Member
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    Originally Posted by GameHelper View Post
    Try the latest version, I think i have figured out a fix.
    Download it from the first post.
    ok let me try, i was on .76

  5. #3214
    crayfish14's Avatar Member
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    Is there an option to show heist chest type?

  6. #3215
    clawface's Avatar Member
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    Hey GameHelper, how complicated would it be to add AutoDoorOpen plugin or something to that effect?

  7. #3216
    Enigmishh's Avatar Member
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    Flasks / skills are being used when things are uninteractable, is there a workaround or a fix for this? (Maybe a keybind to toggle on/off the profile?) (AutoHotKeyTrigger)
    Last edited by Enigmishh; 04-12-2023 at 08:04 PM.

  8. #3217
    madd123's Avatar Active Member
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    Could you please add icon for atlas invaders in Radar? It can be very useful for others as well, this monsters need to be killed to spawn influence Altars, so i'm using them to quickly find altars
    it is pretty simple and don't require any offsets, you can just check if metadata conatins AtlasInvaders, but maybe u know more efficent way to do it, im doing it myself, but seems like u r changing radar plugin code quite often and I'm not sure if i'm crashing cause of old plugin or by other reason, tired to decompile -> edit plugin -> complile just to add a simple function:
    Code:
    // Atlas Invaders
    if (entity.Value.Path != null && entity.Value.Path.Contains("AtlasInvaders"))
    {
    	var invadersIcon = this.Settings.BaseIcons["Atlas Invaders"];
    
    	fgDraw.AddImage(
    		invadersIcon.TexturePtr,
    		mapCenter + fpos - Vector2.One * invadersIcon.IconScale,
    		mapCenter + fpos + Vector2.One * invadersIcon.IconScale,
    		invadersIcon.UV0,
    		invadersIcon.UV1);
    }
    ideally right after icon with mob rarity, so it could be drawn on top of rarity and u still could see rarity + if is it altar monster:


    if you don't want to add this, maybe is there sources of actual version of radar plugin somethere?) really tired of decompiling
    thanks in advance

  9. #3218
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by madd123 View Post
    Could you please add icon for atlas invaders in Radar? It can be very useful for others as well, this monsters need to be killed to spawn influence Altars, so i'm using them to quickly find altars
    it is pretty simple and don't require any offsets, you can just check if metadata conatins AtlasInvaders, but maybe u know more efficent way to do it, im doing it myself, but seems like u r changing radar plugin code quite often and I'm not sure if i'm crashing cause of old plugin or by other reason, tired to decompile -> edit plugin -> complile just to add a simple function:
    Code:
    // Atlas Invaders
    if (entity.Value.Path != null && entity.Value.Path.Contains("AtlasInvaders"))
    {
    	var invadersIcon = this.Settings.BaseIcons["Atlas Invaders"];
    
    	fgDraw.AddImage(
    		invadersIcon.TexturePtr,
    		mapCenter + fpos - Vector2.One * invadersIcon.IconScale,
    		mapCenter + fpos + Vector2.One * invadersIcon.IconScale,
    		invadersIcon.UV0,
    		invadersIcon.UV1);
    }
    ideally right after icon with mob rarity, so it could be drawn on top of rarity and u still could see rarity + if is it altar monster:


    if you don't want to add this, maybe is there sources of actual version of radar plugin somethere?) really tired of decompiling
    thanks in advance
    you don't need to de-compile/edit anything, just add that monster path over here (i am doing starts-with check)
    https://i.ibb.co/FBmqdt4/image.png
    If I did not reply to you, it mean the question you are asking is stupid.

  10. Thanks madd123 (1 members gave Thanks to GameHelper for this useful post)
  11. #3219
    madd123's Avatar Active Member
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    Originally Posted by GameHelper View Post
    you don't need to de-compile/edit anything, just add that monster path over here (i am doing starts-with check)
    https://i.ibb.co/FBmqdt4/image.png
    i tried, but it works very scuffed, still shows them when they are already dead :\

  12. #3220
    ranchito's Avatar Member
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    Is there anyway we can make the health bars smaller? I have it on the lowest and they are still ginormous. The older version used to let me customise it more. Also can't seem to get the radar icons to appear on the map.

  13. #3221
    AngryBeavers's Avatar Member
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    Originally Posted by ranchito View Post
    Is there anyway we can make the health bars smaller? I have it on the lowest and they are still ginormous. The older version used to let me customise it more. Also can't seem to get the radar icons to appear on the map.
    Hold Ctrl and click on Scale field

  14. #3222
    rxemi115566's Avatar Member
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    would it be difficult to add functionality to unload all items from inventory to dump stash tab ?

  15. #3223
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by madd123 View Post
    i tried, but it works very scuffed, still shows them when they are already dead :\
    That’s a bug, I will fix it.


    Originally Posted by rxemi115566 View Post
    would it be difficult to add functionality to unload all items from inventory to dump stash tab ?
    Yes
    If I did not reply to you, it mean the question you are asking is stupid.

  16. #3224
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by madd123 View Post
    i tried, but it works very scuffed, still shows them when they are already dead :\
    uploaded a new version the bug is now fixed.
    please download it from the first post.
    also, improved the description of the feature so ppl don't miss it in the future.
    If I did not reply to you, it mean the question you are asking is stupid.

  17. Thanks hansimedia, madd123 (2 members gave Thanks to GameHelper for this useful post)
  18. #3225
    Keldonv7's Avatar Member
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    Getting errors now, both old and updated version. Any idea is it on my side or something broke?
    Code:
    13.04.2023 19:44 Program exited with message:
     System.NullReferenceException: Object reference not set to an instance of an object.
       at Radar.Radar.SaveSettings() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 317
       at GameHelper.Plugin.PManager.SavePluginSettingsCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Plugin\PManager.cs:line 237
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.OnEvent(Event evt)
       at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
       at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
       at GameHelper.Settings.SettingsWindow.RenderCoroutine()+MoveNext() in D:\a\GameOverlay\GameOverlay\GameHelper\Settings\SettingsWindow.cs:line 372
       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 91
       at ClickableTransparentOverlay.ImGuiRenderer.Update(Single deltaTime, Action DoRender)
       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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