Closed MarlonColhado closed 1 month ago
Ive implemented the filtering of ghost ores using IAmAlive
today and compiled it to test, turns out theres one issue with it, when you go a bit far from the node its value resets to true when you come closer to it again, i have no clue as why.
Ive implemented the filtering of ghost ores using
IAmAlive
today and compiled it to test, turns out theres one issue with it, when you go a bit far from the node its value resets to true when you come closer to it again, i have no clue as why.
Interestingly, there is another way to check if the ore has been gathered using:
Ore->GatherableLoot->HasBeenGatheredByPlayer(ValeriaCharacter)
But I don't know how stable it is by calling this function in the ESP loop.
Great work! I will take a look and approve the merge shortly!
Ive implemented the filtering of ghost ores using
IAmAlive
today and compiled it to test, turns out theres one issue with it, when you go a bit far from the node its value resets to true when you come closer to it again, i have no clue as why.Interestingly, there is another way to check if the ore has been gathered using:
Ore->GatherableLoot->HasBeenGatheredByPlayer(ValeriaCharacter)
But I don't know how stable it is by calling this function in the ESP loop.
Ive implemented the filtering of ghost ores using
IAmAlive
today and compiled it to test, turns out theres one issue with it, when you go a bit far from the node its value resets to true when you come closer to it again, i have no clue as why.Interestingly, there is another way to check if the ore has been gathered using:
Ore->GatherableLoot->HasBeenGatheredByPlayer(ValeriaCharacter)
But I don't know how stable it is by calling this function in the ESP loop.
We could possibly save the initial state and reference this if too far away, just a thought.
Since I can get my game to crash constantly, I'm going to test this shortly and comeback with my findings.
Result:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000012a
OHook!Func_DoESP() [C:\Users\Pollo\Desktop\262\OHook\DetourManager.cpp:343]
OHook!DetourManager::ProcessEventDetour() [C:\Users\Pollo\Desktop\262\OHook\DetourManager.cpp:877]
343:
ActorLocation = Actor->RootComponent->RelativeLocation;
Actor->RootComponent->IsValidLowLevel()
This seems to work
I teleported a bunch with waypoint teleports and targetted selecting while also having ALL of the ESPs options enabled. Did not crash after many minutes of ABUSE.
But as you see I changed it where I could, so things should be tested.
I teleported a bunch with waypoint teleports and targetted selecting while also having ALL of the ESPs options enabled. Did not crash after many minutes of ABUSE.
But as you see I changed it where I could, so things should be tested.
This is amazing! We are getting closer and closer to making it perfect. Great work!
It was observed that some GetActorLocation calls ended up causing a crash. Therefore, substituting for the relative position of the RootComponent is equivalent to obtaining the location of the Actor in the world. A potential fix for the crash issue.
The second change concerns the display of ores in the ESP, hiding them when gathered. Solution provided by @Diyagi in this issue: https://github.com/Wimberton/OriginPalia/issues/20
Thanks, @VoidPollo & @Wimberton