yeah, there's an issue opened for it
/follow vs /afollow (#1) · Issues · RG Creators / Plugins / MQ2AdvPath · GitLab
Originally posed by @Kaen01 : The plugin MQ2advpath has for as long as i am aware mapped...
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InterceptFollow=FALSE
to mq2advpath.ini seems to be workingNice find! I hadn't looked through the code at all.Uneducated glance at the .cpp and do see a bool for InterceptFollow
AddingInterceptFollow=FALSE
to mq2advpath.ini seems to be working
[bitchplz]
trigger=#*# tells you, 'bitchplz #1#
command=/noparse /if (1) /${Command}
#event DoIT "#*#tells you#*#BitchPLZ #1#'"
sub Event_DOIT(line,Command)
/if (1) /${Command}
/return
afollow (and like followme) can still have uses.Thanks for the input! I'll try /chase out to start as I know that's loaded and ready. I'll check into RG Mercs if that doesn't do what I'm looking for.
Here is a link to the stand alone chase LuaI'm loving /afollow command. It works really well especially when changing z-axis. The only issue is that it's super obvious that my characters are not following normally because they stay way too close. It's about half the distance of normal follow.
Is there any way to adjust the following distance? or is there a different follow command/technique I should consider using instead?
Another thing that makes it look pretty obvious is that the characters don't continually face me. Normal follow has the follower face fast towards the character that's being followed. Is there any way to get that functionality using /afollow?
You are asking for two things that are the complete opposite function. Chase and /afollow are what they are because they are not in-game /follow.Thanks for the info and links. I did find that page and read over it. I'm using /chase on with KissAssist (v12.002). It'll be fine in instances when I'm alone. But, I'm looking for something I can use anywhere without drawing attention.
Is there a way to set Chase up so that it functions more like the standard follow command? Basically, I want the in-game /follow command but with MQ2AdvPath so that boxes don't get stuck on ledges, or run circles, or any of the other crap that comes along with normal follow.
Why was my post about mq2events was moved in a mq2advpath thread? This is odd.Hi! I'm a long time EQ player and long time MQ2 enjoyer.
I played a whole lot on a EQ emu server using a not so modern MQ2 and the e3.mac macro.
With some of my friends, we started playing on the real realms. With that out of the way, I wanted to import one of the command that I used a lot with my friend's character over this version of mq but i'm running into syntax issue.
The idea is simple, I want to have a safe word that I only share with my friends that allow them to control my character.
I used to have one that was based around mq2event, it would go something like this:
If I ask you gently, will you obey?:[bitchplz] trigger=#*# tells you, 'bitchplz #1# command=/noparse /if (1) /${Command}
I am however unsure what's the new syntax for the command aspect?
My previous code looked like this:
old code:#event DoIT "#*#tells you#*#BitchPLZ #1#'" sub Event_DOIT(line,Command) /if (1) /${Command} /return
Anyone has thoughts?
The idea distilled to its simplest expression would be, when my friend tell my toon <bitchplz say hi>, my toon would in turn say hi.
dunno, looks like a mistake, i'll try and fix later (and move it into the mq2events discussion threadWhy was my post about mq2events was moved in a mq2advpath thread? This is odd.
Is there anyway to add stop navigation break behavior to /afollow? The performance is lightyears ahead of the ingame /fol, but it's unintuitive to not be able to take control of a character without hitting a macro 1st to turn it off. Thanks!
Sorry, got scolded by Do Not Reply for posting in the wrong forum once, and since you said this plugin was the culprit figured I'd better post here.Plugin - - MQ2Nav Release Thread
Would someone be able to tell me how to get my Nav settings to save? I have to manually go into the /nav UI window every time I load up and change everything I've had it set to before. I type /nav save after changing things, but that doesn't seem to work. Any ideas? Thanks much. Any input on...www.redguides.com
I replied to you already, but you didn't respond back, so /shrug i guess.
if you turn off intercepting /follow - then /follow uses the ingame follow mechanic, which will break when you move.
mq2advpath doesn't have that (as far as i know and can see in the code)
the larger question is why you're using follow/afollow in the first place - many/most automations have a "chase" functionality built-in which actually uses mq2nav and is going to be leaps and bounds ahead of afollow.
there are only a couple of instances i use afollow - and i just use the "follow me" butt in mq2groupinfo to toggle that on/off as needed
"stop navigation" is for mq2nav, while mq2nav's navigation is active. it isn't for follow, affolow, manual movement, or anything else that isn't mq2nav navigating, as an "mq newb" that might be slightly confusing, but to understand "nav/navigation" is mq2nav's "verb" for when it is doing your movementSorry, got scolded by Do Not Reply for posting in the wrong forum once, and since you said this plugin was the culprit figured I'd better post here.
As to why /afol and not something better, total MQ newb. Was using /fol, which intercepted to /afol, since that's what my macros already were, and would function with or without MQ loaded.
I've messed with /chase a little bit, but it seems to do the same thing. Even with Stop Navigation set as Break Behavior, it will not break upon manual movement of the character. At the moment I have only installed MQ on 1 PC for a help with automation, so no follow me button.