-
Originally Posted by
Hosteleria
Same here. I only see wisps in a small radius.

Is this picture when you enter the area or when exit portal spawn? I think he is talking about when the exit portal spawn.
All the wisps which you have visited and not taken are visible at that point in time.
it helps you get the wisps from the corner of the black area, greatly increasing the captured wisps.
EDIT: I think I know what's wrong with his config, he you go to Setting window -> Radar -> and uncheck "Hide entities outside the network bubble"
Last edited by GameHelper; 12-31-2023 at 10:15 PM.
If I did not reply to you, it mean the question you are asking is stupid.
-
Member
1.png
I see similar amount of wisps and option "Hide entities outside the network bubble" already uncheck
-
Member
How do I update this to new version without losing my settings?
Edit: nvm just unzip new version and it's all good!
-
Member
Originally Posted by
GameHelper
Is this picture when you enter the area or when exit portal spawn? I think he is talking about when the exit portal spawn.
All the wisps which you have visited and not taken are visible at that point in time.
it helps you get the wisps from the corner of the black area, greatly increasing the captured wisps.
EDIT: I think I know what's wrong with his config, he you go to Setting window -> Radar -> and uncheck "Hide entities outside the network bubble"
I didn't have that checked. But I start to understand the point here.
What the other users and myself meant is that we want to see entities (wisps) from ALL map when we anter the zone, so we can plan the route we are goint to take.
Is true that after running around the zone, we can see all the wisps around the zone we visited, but that's not what we wanted.
I don't know if I'm explaining well here. But basically is what I said, we were asking if it's not possible to see all the entities (wisps, creatures, refill points, etc) when we enter the zone (or the map itself).
Thanks.
-
Originally Posted by
Hosteleria
I didn't have that checked. But I start to understand the point here.
What the other users and myself meant is that we want to see entities (wisps) from ALL map when we anter the zone, so we can plan the route we are goint to take.
Is true that after running around the zone, we can see all the wisps around the zone we visited, but that's not what we wanted.
I don't know if I'm explaining well here. But basically is what I said, we were asking if it's not possible to see all the entities (wisps, creatures, refill points, etc) when we enter the zone (or the map itself).
Thanks.
ah!!! no that is not possible. Wisps are entities, similar to monsters, only visible when u are near them.
If I did not reply to you, it mean the question you are asking is stupid.
-
Post Thanks / Like - 2 Thanks
-
Member
It is possible maybe to remove small whisp lines from radar? I believe there are 2 types of lines? 1 is small amount line and 1 is big amount line? Or we can't separate them?
-
Member
Hello, happy new year!
I'm having the following issue,
when i enter a map (not happening in hideout) the program close, i'm using v3.1.12 and the log is the following
Code:
1/1/2024 3:03 μμ Program exited with message:
SharpGen.Runtime.SharpGenException: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid arguments], Message: [The parameter is incorrect.
]
at SharpGen.Runtime.Result.ThrowFailureException()
at SharpGen.Runtime.Result.CheckError()
at Vortice.Direct3D11.ID3D11Device.CreateTexture2D(Texture2DDescription desc, Void* initialData)
at Vortice.Direct3D11.ID3D11Device.CreateTexture2D(Texture2DDescription description, SubresourceData[] initialData)
at ClickableTransparentOverlay.ImGuiRenderer.CreateImageTexture(Image`1 image, Format format)
at ClickableTransparentOverlay.Overlay.AddOrGetImagePointer(String name, Image`1 image, Boolean srgb, IntPtr& handle)
at Radar.Radar.GenerateMapTexture() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 1064
at Radar.Radar.ClearCachesAndUpdateAreaInfo()+MoveNext() in D:\a\GameOverlay\GameOverlay\Radar\Radar.cs:line 940
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.RemoteObjects.States.AreaLoadingState.<>c.<UpdateData>b__12_0() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\AreaLoadingState.cs:line 78
at Coroutine.CoroutineHandlerInstance.InvokeLaterImpl(Wait wait, Action action)+MoveNext()
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 93
at ClickableTransparentOverlay.ImGuiRenderer.Update(Single deltaTime, Action DoRender)
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__22_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
-
Member
Is there any plugin that works with gamehelper that could show a line or icon on radar if for example headhuner/mageblood dropped?
So I dont have to hover over all the belts that drop this league
-
Member
could you please tell what "small" and "large" setting in nearby monster config do ? also is it neede to check visible box ?
tool.PNG
-
Member
Originally Posted by
kalandraenjoyer11
Is there any plugin that works with gamehelper that could show a line or icon on radar if for example headhuner/mageblood dropped?
So I dont have to hover over all the belts that drop this league
that would be insane. im getting 100+ belts on some maps. But i think its not possible
-
Member
Originally Posted by
kisapll
that would be insane. im getting 100+ belts on some maps. But i think its not possible
yeah same thats why i was wondering about that, hopefully there is a way to do it
-
Originally Posted by
kalandraenjoyer11
yeah same thats why i was wondering about that, hopefully there is a way to do it
It’s 100% possible just not supported on this tool. U have to use exileapi for that.
If I did not reply to you, it mean the question you are asking is stupid.
-
Active Member
Is there a way to run only radar only in wildwood? FOr example, I don't want to run radar outside of wildwood, or use health bars, etc.
nevermind, I found the config files, It looks like i can just edit those and disable zones/features.
-
Member
For some reason my Tincture disables and I'd love to know if we can somehow track it with the AutoHotKeyTrigger as a status. I could not find it in the core - DV - InGameStateObject - CurrentAreaInstance - etc etc.
I can't use the normal Flask logic going via
!Flasks.Flask2.Active
Because it'll just spam the tincture, as it doesn't count as active. There is also no visible buff added to the player somehow.
Any help?
-
Originally Posted by
Aboleth
For some reason my Tincture disables and I'd love to know if we can somehow track it with the AutoHotKeyTrigger as a status. I could not find it in the core - DV - InGameStateObject - CurrentAreaInstance - etc etc.
I can't use the normal Flask logic going via
!Flasks.Flask2.Active
Because it'll just spam the tincture, as it doesn't count as active. There is also no visible buff added to the player somehow.
Any help?
Use the cooldown condition if tincture have fix time.
If I did not reply to you, it mean the question you are asking is stupid.