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Originally Posted by
GameAssist
program version 7.3 for 3.20 ===>run
Notepad.exe
Fixed the bug added in 7.2, when the dead enemies were displayed as alive
Automatic flask triggering (my implementation) works for the profile None and now does not require setting worker.
Everyone can now try their work for mana and life flasks. Silver flask will also work in 7.4.
Added support for GH AHK on the editor interface. In 3.21 there will be a converter for configs imported from GH, but in the meantime you will need to edit out the profile created by default.
There's one flask of mana, life and a Silver. How to configure it, see the documentation in the AHK section.
to use this add-on will be ready in 7.4
Added the patterns needed to correct the GH-style map render. I will add it in a few days (hopefully)
What’s the smooth map checkbox?
Last edited by Sychotix; 03-31-2023 at 12:18 PM.
If I did not reply to you, it mean the question you are asking is stupid.
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Originally Posted by
GameHelper
What’s the smooth map checkbox?
is a method that collects several (4) last positions of the hero and calculates a bicubic interpolation value. Then it is used to display the map. This is quite a common algorithm for smoothing motion. You can see how it works if you turn on the red line behind the hero
option here = Visual=>PlPos
Last edited by Sychotix; 03-31-2023 at 12:18 PM.
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Post Thanks / Like - 1 Thanks
GameHelper (1 members gave Thanks to GameAssist for this useful post)
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===>run Notepad.exe
Added automatic button binding to hotkeys in the game. This is needed to simplify AHK/skills using setup. In order for it to work correctly, specify the folder where the production_Config.ini is located. This is usually C:\Users\[????]\Documents\My Games\Path of Exile.
Fully debugged AHK(check GH flask to activate), including creating a default profile with 4 basic flasks.
Last edited by Sychotix; 03-31-2023 at 12:19 PM.
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Member
thanks very much OP for sharing. love this assist alot !! will consider donating soon.
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===>run Notepad.exe
✅ Fixed bug with wrong path to settings file for Expedition (from 7.5)
✅ slightly reworked the display of exped Remnants - it became more understandable in my opinion it
✅ Added support for blight
✅ The free public native Dll is protected by VmProtect(for test) in preparation for the next 8.0 relise, which will add authentication server logon and support for auto-update and using personal native Dll
Last edited by Sychotix; 03-31-2023 at 12:19 PM.
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Active Member
Originally Posted by
GameAssist
program version 7.6 for 3.20 ===>run
Notepad.exe
✅ Fixed bug with wrong path to settings file for Expedition (from 7.5)
✅ slightly reworked the display of exped Remnants - it became more understandable in my opinion it
✅ Added support for blight
✅ The free public native Dll is protected by VmProtect(for test) in preparation for the next 8.0 relise, which will add authentication server logon and support for auto-update and using personal native Dll
is that like remnant pros and cons weight?
Last edited by Sychotix; 03-31-2023 at 12:20 PM.
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Originally Posted by
camapxam
is that like remnant pros and cons weight?
In 8.0 I am releasing a full-featured add-on with expedition support on both maps and logbooks. I will most likely make a separate thread about this add-on as I am interested in promoting it and don't want to mix core and add-ons. There will be detailed information including a video with a demonstration. Also this add-on will be available for testing (for free) before the end of this league (maybe for 10 days - I have not decided yet)
Last edited by GameAssist; 01-30-2023 at 05:51 AM.
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Active Member
Originally Posted by
GameAssist
In 8.0 I am releasing a full-featured add-on with expedition support on both maps and logbooks. I will most likely make a separate thread about this add-on as I am interested in promoting it and don't want to mix core and add-ons. There will be detailed information including a video with a demonstration. Also this add-on will be available for testing (for free) before the end of this league (maybe for 10 days - I have not decided yet)
i see it also does not recognize the terrain when making logbook guide line...
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Originally Posted by
camapxam
i see it also does not recognize the terrain when making logbook guide line...
I don't understand your question - it's an ordinary map, not a logbook.
GA recognizes everything, including doors to hidden rooms. I'm currently debugging a fully automated farm of this activity
wires with electric current connect the installed dynamite in the sequence in which it was installed
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Active Member
Originally Posted by
GameAssist
I don't understand your question - it's an ordinary map, not a logbook.
GA recognizes everything, including doors to hidden rooms. I'm currently debugging a fully automated farm of this activity
wires with electric current connect the installed dynamite in the sequence in which it was installed
Sorry, i mean like it draw a path from Remnant A to Remnant B, but it does not care if it's walkable path, like stair, wall,... the blue line, it simple connect point A to B, straight on the map (green line).
Results are it cost 1 explosive in calculation, but in reality, it tooks 2 explosives, A to C, then C to B
Sorry for bad English and bad Drawing
Last edited by camapxam; 01-30-2023 at 03:01 PM.
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Originally Posted by
camapxam
Sorry, i mean like it draw a path from Remnant A to Remnant B, but it does not care if it's walkable path, like stair, wall,... the blue line, it simple connect point A to B, straight on the map (green line).
Results are it cost 1 explosive in calculation, but in reality, it tooks 2 explosives, A to C, then C to B
The game contains a collection of objects responsible for drawing the wires.
So I don't need to use any prediction algorithms to connect the points, and I don't need to care about collisions and passability,
but I take them from the game itself.
Each point on the wire has a link to the previous and the next (I think - I do not remember)
The fact that the wires cross the walls in the picture is not important - it just shows the order in which the dynamite is placed - that's all.
Last edited by GameAssist; 01-30-2023 at 03:31 PM.
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Active Member
Originally Posted by
GameAssist
The game contains a collection of objects responsible for drawing the wires.
So I don't need to use any prediction algorithms to connect the points, and I don't need to care about collisions and passability,
but I take them from the game itself.
Each point on the wire has a link to the previous and the next (I think - I do not remember)
The fact that the wires cross the walls in the picture is not important - it just shows the order in which the dynamite is placed - that's all.
yeah, but it affects how many explosives one can put down, so something like took 20 linked explosives to get some good remnants before the boss but due to walkable path, it could result in that we don't have enough to get to the boss.
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@camapxam I think you are misunderstanding what he is saying.
This plugin is not drawing lines before you put explosive. It's drawing lines after you put explosives.
So this plugin just shows you stuff you have already done. it doesn't predicts optimal path for you.
What you are asking for is a different plugin (currently only available in https://www.ownedcore.com/forums/mmo...n-sanctum.html). I have plans to make it available in GameHelper ( I already got the permissions from the author ) but let's see when I find some time to do it. Maybe before 3.22 league start.
If I did not reply to you, it mean the question you are asking is stupid.