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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
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Release Anniversary Tower Missions: Full Automation 1.29

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Just the missions. There are two other scripts I'd previously released to do the two mission keys.
Key of Forests: https://www.redguides.com/community/resources/anniversarytower-key-of-forests-floor-3.3058/
Key of Sands: https://www.redguides.com/community/resources/yearofdarkpaw-key-of-sands-quest-automation.3006/

But it's a lot of work for something only done once per character. (And honestly I only did it for my Group Lead/Tank once and the rest just follow him on missions.)

The key quests are repeatable for experience on a 30 min lockout. I didn't have a particularly strong instance grind team, so I cycled some characters through key of sands and steam (modified your sands script). Added some dudes to zephyr/translocate back and forth. A casual ~15% xp per hour during bonus xp to grind out 125 whenever I remembered to tab through and start em up. Unfortunately all got clipped in the ban wave though :(

Thanks for all your work!
 
GoldenFrog

All I can say is WOW. I just ran this for the first time and it worked GREAT. I did the first 3 missions, one at a time because I wasn't real sure how it was going to work. But it was really smooth and so I put the last 3 missions on auto pilot and it was just awesome watching my team just fly through them. I had to stop and med after #4 but that was on me lol.

Anyways just wanted to say you did a great job with this IMGui. Wtg dude.

Vrak
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.4: Improved Navgation, Reduced Time to Mission, More...

  • Uses teleporters to dramatically reduce time to travel up and down the tower
    • Enabled by default, can be disabled in settings
    • When this is enabled, COTH will not be utilized, even if checked
  • Time to wait before entering missions reduced from 27 to 10 seconds
    • Will retry at 5 second intervals if zone isn't ready yet
  • Test Mode added to test the script's running around...

Read the rest of this update entry...
 
it runs like a charm! good job.
it is great that it can be customized. I run KA...not all LUAs support KA
 
GoldenFrog

Listen, I think this is a great Lua. I have been using this 2x a day for the last week, and for the most part it works great. So with that in mind I have some quibbles. Now, as usual with this stuff, I just automatically assume it is me or my setup causing problems. And I have done so here. So if this is ME then please just say so and I will live with it. Or if it is just the way the script has to run, then so be it, I will live with it. So please keep that in mind while reading my list of stuff that just doesn't seem to work exactly right.

QIBBLES:
1. Oasis of Sand - Step 1 Kill 2 Crocs. Script targets the 2 skeleton's that are the targets of Step 2 instead of the crocs. I have to manually target the crocs. Because if you kill the skeleton's first then you can't complete the mission. I found this out the hard way.

2. Oasis of Lava - Leaves 1 toon (my Mage usually) outside the instance and the tank doesn't wait for any toon that hasn't zoned in yet before starting the attack. I have had this happen several times over the last week. Not only on this mission but a couple of others as well.

3. Oasis of Forest's - Step 1 tank targets Drakes and wasps first before the Crazed Arbors which is the designated target for step 1. The Drakes and wasps are not targets for any steps in this mission as far as I can tell.

4. Oasis of Frost - seems to work fine without any quibbles at all.

5. Oasis of Sky - Tank starts mission BEFORE all party members are zoned in. It does this consistently. I have started to run my group in pause mode before zone in and I have to hit Unpause 2 or 3 times because of the difference in timing when the toons actually zone in.

General - until I read the previous 3 posts I didn't know you can have a pause macro for the LUA itself, you can bet I will try that out immediately. I have a feeling that will help a lot. But I have a question....how do you UNPAUSE? /lua unpause missions_anniversarytower? Do I need a separate macro for that? Edit sorry I missed this part: You should be able to do a hotkey to pause it. It will pause and un-pause teh macro

I use CWTN plugins for all 6 toons and one of them is an ENC. CWTN ENC does a great job of charming. However in this case it can be a detriment. If one of the targets is 1/2 and the ENC charmed the other one, then the mission script pauses for that step the mission will not continue in order. It is waiting for the second kill to proceed. I get around this by just doing a group Invis and that will break the charm and makes the mob attackable and killable. I have no idea how to fix this. Short of disabling Charm for the ENC. And then forgetting I disabled it until I notice it later lol.

Making the Tank wait for everyone to be ready BEFORE starting the engagement would be great. Again I will use the Lua pause and see how that works. I am going to have to be quick though, it would be better if he would just wait until the group is ready. Can I pause the Lua BEFORE I enter the door? That would help.

On 2 of the missions if the tank is targeting the wrong mob, I find I cannot attack a different mob. It will stay stuck on that particular mob. I have to manually re target the correct mob and then he just re targets the mob the script tells him to. I have to keep re targeting the right mob again and again until it is dead and the the script releases the tank to go after the next mob on the mission list. Very frustrating when this happens. I find it happens more when I have the highest Damage shields going, and the mobs are actually dying TOO FAST. It seems to screw with the script.

And lastly, and this is a real quibble, I love the Mage CotH for the return trip for the mission activating toon. Works great, but I noticed that you can't have that on if you want to use the "elevators". Watching my Tank run down 5 levels makes my brain bounce. I find that I have to look at something other than that monitor while he is running down the ramps. Can we have our cake and eat it too? Having the tank use the elevators down and then have the Mage CotH him back up would be WONDERFUL. Especially as we get more and more levels. I mean, imagine what that is going to be like at level 11 lol.

Again I want to reiterate, I really like this IMGui, and will continue to use it no matter what comes of it. I hope you can take this post as nothing more that me quibbling about small stuff that I have found work arounds for already.

Thanks in advance for humoring this old man for quibbling.

Vrak
 
General - until I read the previous 3 posts I didn't know you can have a pause macro for the Lua itself, you can bet I will try that out immediately. I have a feeling that will help a lot. But I have a question....how do you UNPAUSE? /lua unpause missions_anniversarytower? Do I need a separate macro for that? Edit sorry I missed this part: You should be able to do a hotkey to pause it. It will pause and un-pause teh macro

You would just click the same hotkey. The pause for a Lua is a toggle, so if the Lua is running, it will pause it. If it is paused, it will unpause the Lua and let it start running again.
 
Nightmare327

Thanks man. Yeah I saw that after I posted, and edited my original. But again thanks for pointing it out. Appreciate it.

Vrak
 
Very nice Lua. Ran it for the first time today.
Group zoned into tower staging area, and had bard speed on em. So movement back and forth from the door to the quest giver was overshooting, and causing the toon to rubber band back and forth between the door and the quest giver. Very obvious. Also at some points during multi-runs, the toon would be at the questgiver but head back to the door and then to the giver. Very bait that you're running a script. No idea why it was doing that.
I think the 5th floor, or 6th, the quest was completed but there was still an undead big mob up. Group zoned out leaving the tank to fight on, only the kick from the quest caused the tank to exit.
Had 5 done, 6 and 7 selected to run, when 6 completed, the driving toon gated for some reason, and the rest left the tower and stood out in ro. *confusing* hehe

Also, my keyed toon is not the tank. So on entering each zone, the not-tank heads forward, and group chase is set to the tank/leader, so they stay at the doorway. I had to manage the group to come and engage manually, and the tank is not set to the right mode due to not being the driver.
Maybe it would be possible to provide a dropdown to pick the tank/puller/chase target?

Someone else mentioned it, would it be possible to wait for all the group to zone in before starting each instance? Several times one or 2 toons just got stuck outside and eventually came in but much later.
At one point several toons zoned out early, but I was able to zone them back in, in time for the completion. Did not take notes, this was my first time doing the instances (not difficult, just new) and the script driving via not-tank was a hiccup I had to pay attention to :)

Really nice script, I had these issues but overall it's great work :) Also the key missions were handty also :)

Thanks for the hard work
 
The mob left up was Frost : Undead Paglan or something like that. Rest of the group zones out and one member stays there fighting it from full health waiting for the kick to boot them out.
This, my second run thru has gone very smoothly, full auto, only issue is non-tank driver, so I have to turn on follow to the driver, and tank mode 8 on the tank so it picks up the mobs automatically.
Edit : 2nd run completed very nicely, full set run thru, no odd leave-after-6th.
 
Oasis of Frost, seems didn't complete and the group quit the mission.

Oasis of Steam, I have to manually click on the Key to request task, then able to click on Run.

1721232478440.png
 
Been away a bit. Lots of issues and concerns the last several days. Will get in and give things a look once servers are back up.

You should be able to do a hotkey to pause it. It will pause and un-pause teh macro

/lua pause missions_anniversarytower
This is a good suggestion.

For myself, I have so many hotkeys that for this I usually just keep the Lua window open: "/Lua gui" and pause/stop/restart scripts directly from there.
 
Thanks, Vrak. Lots of stuff here, and I can't look into most until servers up, but some initial responses.
I definitely never take offense. The entire point of scripts like this is to take on as much as possible. If you have to intervene, it's not working 100%.

The biggest issue is I'm not actively playing - so don't shake out the bugs like I used to. Comments like yours and the others are awesome for this to help identify issues.

QIBBLES:
1. Oasis of Sand - Step 1 Kill 2 Crocs. Script targets the 2 skeleton's that are the targets of Step 2 instead of the crocs. I have to manually target the crocs. Because if you kill the skeleton's first then you can't complete the mission. I found this out the hard way.

2. Oasis of Lava - Leaves 1 toon (my Mage usually) outside the instance and the tank doesn't wait for any toon that hasn't zoned in yet before starting the attack. I have had this happen several times over the last week. Not only on this mission but a couple of others as well.

3. Oasis of Forest's - Step 1 tank targets Drakes and wasps first before the Crazed Arbors which is the designated target for step 1. The Drakes and wasps are not targets for any steps in this mission as far as I can tell.

4. Oasis of Frost - seems to work fine without any quibbles at all.

5. Oasis of Sky - Tank starts mission BEFORE all party members are zoned in. It does this consistently. I have started to run my group in pause mode before zone in and I have to hit Unpause 2 or 3 times because of the difference in timing when the toons actually zone in.

  1. Oasis of Sand and Oasis of Forest are the two I didn't realize how different each run can be. I have started making it more dynamic based on the actual step text (i.e. "Kill mummies"). But need to run more to see them all and get it more correct.
    1. If it goes wrong and you wanna snag a screen shot of the quest window, that would help.
  2. Oasis of Lava: I will improve the "Please zone in" logic. It currently asks once and leaves it alone. If anything stops the char, I can see this happening.
  3. ..
  4. ..
  5. Oasis of Sky: Starting without all party members. That's fascinating and I'll see where that could be happening.
Your other points:
Enchanter charm: As you said, not sure how to address but am open to suggestions
Tank (or script runner) SHOULD be waiting for everyone in zone. You mentioned this issue above and I'll check why it may be happening.
Incorrect Target: I have seen this and have a partial fix. The script fights you but if you (for now) spam-click the intended target in XTar window, it'll catch at one point.
CotH versus Elevators: I get your point and I get the same dizzy. Can add an option to "Use CotH to go up". Will look into that
However I will note that it is really fast using the elevators. So from level 2 it'll run down to 1, then Zip/Zip/Zip/Zip/Zip - yer on 11.
 
Very nice lua. Ran it for the first time today.
Group zoned into tower staging area, and had bard speed on em. So movement back and forth from the door to the quest giver was overshooting, and causing the toon to rubber band back and forth between the door and the quest giver. Very obvious. Also at some points during multi-runs, the toon would be at the questgiver but head back to the door and then to the giver. Very bait that you're running a script. No idea why it was doing that.
The "Running to door" was necessary because otherwise the current mesh pathing takes you directly through the teleporter up to 4. I chose a location closer to the door to avoid this.

I do try to be "Obviously Script" sensitive and was going to add a random set of locs around this situation but hadn't done it yet.

Also, my keyed toon is not the tank. So on entering each zone, the not-tank heads forward, and group chase is set to the tank/leader, so they stay at the doorway. I had to manage the group to come and engage manually, and the tank is not set to the right mode due to not being the driver.
Maybe it would be possible to provide a dropdown to pick the tank/puller/chase target?
Well that's a thought I hadn't considered. My personal main is the tank and the one who gets all the quests so I'm always covered.

Your suggestion is good but I think I'd prefer to flip it and specify "Quest Requestor" - as it's so much easier to drive the tank directly.
[ Jimbo v] Select Character To Request Tasks

Of course I can now see the next request: "But I have a different character keyed for each quest" to which I'd say "Sorry. Yer on you're own there" :#


-------------------------------
Again, thanks for the comments. I'll get back to running this 1-3 times a day for a while 'til things sorted out. Keep the feedback coming.
 
Quick question, this is in a zipped folder when i download it. Do I unzip it and export into my Lua folder?
 
Quick question, this is in a zipped folder when i download it. Do I unzip it and export into my Lua folder?
Yes. It should go in it's own folder of the same name: "Lua\missions_anniversarytower"

Or you can click [Watch] in the upper-right side of the first page
1721237506872.png

This will add it to your RedGuides Launcher "Lua" section where you can install or update directly from there:
1721237542913.png
 
Hey there, thanks for the reply.
I was actually in a run myself, and figured ... the driver not being the tank - they mostly need to do
/dgge /multiline ; /afollow off; /nav stop; /timed 5 /afollow spawn ${Me.ID}
once everyone zones in - that is, set the other toons to follow them. Not bothering with chase or any extension/Lua specific, that should just make em follow the driver.
And issue to the tank a "be an active tank" command. For me that is telling the tank to go to mode 8... but could be other things.
BUT - swapping it round like you suggest sounds a good idea, and would solve the problems without change I guess ! :)

Running to the door - I know why it is doing it, but it is very obvious and possibly just checking the distance to the questgiver before making that move back and forth would stop this being necessary in the first place? If distance is (close enough) don't move at all. If distance is (almost there) just nav directly to the npc. That might stop some of the more obvious running back and forth.

Had a run several times where in #1, crocs to kill first and doesn't engage them

#3. with the ragged holes in the ground, went into a loop doing nothing trying to get skel's attention and get out the holes. Dunno what it was trying to do, but walking up to the skels and trying to attack did nothing. Quit out the instance in the end.

finally
#7 : Didn't engage the mechanical mobs to get the loot. Didn't loot. Had to hand in manually. Can't recall if it won't hand in auto anyhow, and tired so won't check right now, sorry :)

Also, I have seen the driver (quest getter) running around, teleporting up, then running back down, past the party, to the lower tele to tele down or something. Was odd.

And made me think, how do I get down? I either have lev and jump down (annoying) or don't have lev and chuck myself down, which is fine provided you can take the damage, maybe a hps check to see if you can take a likely max fall damage, and just drop down like that more? For my +100 toons it's not even a question, I just drop :)

Still, working very nicely to earn the $$ :) thank you
Edit : If distance to questgiver is 33 or less, you won't walk thru the teleporter and can just nav direct to the giver :)

Throwing myself from the top floor right down was 20,000 damage, which seems to be the max possible. from half way it was the same. To actually fall in one go from top to bottom you have to wiggle in-flight to avoid the platform on the way down. But for one set, it is quick, and doing it for less than max, 2 times in a row seems fine too, less damage since you don't max if you don't fall 2 teleport-platform's distance.
 
oh, and only the middle bit of the teleporter actually teleports you. Likely you know this, but it's easier to avoid just the middle, the green glowy upwards aurora stuff is just ... artwork.
Oh! and maybe /dga /cleanup after gaining each quest?
Edit : was looking at some of the code. Many groups might be mixed automation, for eg if they have a bard, or if they haven't paid for a full set of cwtn and so on.
You can probably pass the problem on to someone else by just issuing /boxr commands, would make things work with mixed groups, and you wouldn't have to even check what automation people are using.
 
Last edited:
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.5: Added Oasis of the Jungle, UI Tweak

  • Added Oasis of the Jungle
    • Middle 3 steps waits for YOU to kill the barrels or wait for them to self-explode
    • This will be updated with a better option
  • Updated Oasis of Forests
    • "Gain the orc centurion's attention" kills bat > drakeling > centurion
  • Tweaked UI to reflect access type; Artificer, Key, or None

Read the rest of this update entry...
 
The top teleporter boots you back to floor #1. So the script ports up>up>up> to top then >again to floor 1. It's faster to do that from, say 6 to 3, than to run directly from 6 to 3.

As far as the Floor #1 door running, you're right. That can definitely be adjusted. But things behave a tish different with speed boosts so I'll do more experimenting and get that nailed down.

For the missions not working right - I'll be running a bunch without completing this week, so lockout only 1 hour instead of 6. Should give a lot more opportunities.
 
You can probably pass the problem on to someone else by just issuing /boxr commands, would make things work with mixed groups, and you wouldn't have to even check what automation people are using.
Well, lookit that. MQ2Boxr. Who knew? Will definitely check that out.
 
Hey GoldenFrog

Glad to see your back. Was it vacation? Sorry just being nosy lol. Anyways just wanted to report back some of the things I have learned.

1. The "Pause Mission" thing worked pretty good. It seems to be only certain missions that I have to use it. Definitely on #6 Steam. It just doesn't wait for the rest of the group to zone in.

2. Frost is borked on the last boss. The Pagal guy. It auto ends the mission and starts to zone out before I can catch it with a Pause. So the last boss doesn't get taken out and the mission ends with no rewards. You kill the last 1 undead guardians and then bam, your zoning out. Happens pretty quick. This is by far, the worst mission failure.

3. I use MQ2Boxr. I set up a macro for the Mission Pause in it. And all my toons are using CWTN's plugins. I don't know why I added this last bit , sheesh I am getting old.

Thanks so much for this IMGui, it really is a time saver. Keep up the good work.

Vrak
 
I'd apologize, but really I'm the victim here. All these years and I continue to learn basic stuff that would have changed my life. I mean... blame everyone else! All these event and quest scripts and nobody pointed it out 'til now!
(guess you shouldn't have to point out that 1+1=2 and all but still)


With that said, I've already added it as an option for the next release - with appropriate checks and all to only utilize if it's loaded, etc...
1721257250501.png
 
Glad to see your back. Was it vacation? Sorry just being nosy lol. Anyways just wanted to report back some of the things I have learned.

...

2. Frost is borked on the last boss. The Pagal guy. It auto ends the mission and starts to zone out before I can catch it with a Pause. So the last boss doesn't get taken out and the mission ends with no rewards. You kill the last 1 undead guardians and then bam, your zoning out. Happens pretty quick. This is by far, the worst mission failure.
No vacation - just work, life, and the rest hammering. Happens from time to time. I get sad. Norrath suffers. Cazic punishes.

Release coming shortly that has moved some quests forward (Sand, Forest, and Jungle) but still lots of work. Will pick it up again tomorrow. Keep the comments. Thanks for that all.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.6: Boxr support, Some mission improvements, Added some GUI actions

  • Added Boxr support
    • First time run, if MQ2Boxr loaded, will enable that and disable others
    • Can be manually modified anytime under Settings
  • Some missions improved script
    • Sands: Better handles Nomad, Skeleton and Croc stages
    • Forests: Improved centurion and skeleton phases
    • Jungle: Still pauses during barrel. Boss a bit better
      • Had issue if...

Read the rest of this update entry...
 
I am dumb. Just realised. Ice etc. Lev. Maybe add it in to cast and /removelev when not wanted any more?
Edit : was thinking, and I am fairly sure, I know why driver might want to use teleports etc, but there is no circumstance I can see where we all come out of an instance, and the driver teleports UP, then while group are walking around up to next floor, comes running down past them, that makes no sense. And yet, that happened, which is what I was reporting about before ;p

Edit edit : Jungles is still new and had it totally break on me (their script not yours). However, I just had driver toon zone in and group stay outside and just .. that was it till I intervened. Maybe after a while it might be worth /dgae /door or something? whatever the command for "all others not me" /dooring again.

3rd Edit : this jungle was approach gorilla, barrel, barrel, barrel, kill frenzied
script zoned me out after the barrels, yeah I know it's beta :)

Final edit, shouldn't killing the imgui window (x) end the script? Does this script need to keep running (with the window closed)?
 
During a full run, which all went okay with my manual intervention re: my driver/not tank (also: setting the driver to be MA seems to be helping too)...

Forest, driver zoned in, others did not. Manual intervention required. Was no reason I could see, they were all there in good time and ready. Driver tried twice to zone in, zone not ready. It says waiting 5000ms but it actually waited 500ms. Other times that 500ms seems to be about a second (1000ms). I guess that's an MQ issue. Toon is foreground and getting enough frames. Third time, driver zoned in, and group did not even try a first time.
That instance, although the script had the right targets at the right step, I had to do the whole thing manually, and after killing the orc thaum, script stopped or crashed. Zone out manually, and restart for the rest of the tower, no biggy, but it happened.
Finished sky, moving on to steam : Driver told group to go up to steam, fine. Driver ran down, took a portal up, then ran down past group now on the steam floor, took the portal all the way up and back down to the quest mob. This is what I saw before.
/dgae /cleanup in Mission_OasisOfSteam(task) after the handin, and also in AcquireTask(mission) before the return kept the screens free of spurious windows.
Jungle, one toon didn't zone in. group tried to continue, sadly it was the tank ;p
approach gorilla, 3 times barrels. Don't know what the final step was, it's likely kill the frenzied gorilla, but script dropped the task on the instant the 3rd barrel was down, and exited us before I could read what that last step would be. Of course since it dropped the task I have a timer.

Running nice really, although it might seem otherwise with me posting all this - hope it is helpful, if not I can just stop the feedback :)
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.7: Group Zoning Improved, Small Mission Cleanups, Other Stuff

  • Group zoning into missions should be much better. (Still more work to do)
  • Clicking [x] in window corner will stop script
  • Missions
    • Forest: Properly handles "crazed arboreans"
    • Sky: More consistent Step 2 (Kill Guardian)
    • Jungle: Final Ape Improved, but still buggy. (Not sure me or EQ)
  • Mission Timers will now more properly show "Replay" over "Request", if exist.
  • Some not-live settings exist in the UI...

Read the rest of this update entry...
 
Running nice really, although it might seem otherwise with me posting all this - hope it is helpful, if not I can just stop the feedback :)
ALWAYS helpful. Never hold back with positive or negative feedback. Only way these things get solid for people other than myself (or even for myself)

Setting for someone else to drive taking a bit more reworking than I expected. But will force me to clean up things that got messy anyway.

See if group zoning is improved for you here. Also changed initial delay back to 10 seconds. Was 21 initially, but I overcompensated down.

Did some cleanup on Forest, too. See if this works better for you

Jungle: Yeah, I'm sorry on that one. It MIGHT be better this release but I have to wait an hour to test again. Also may have solution for barrels, but until then, we're on our own.

-----------------------------------------------------------
(Note, after typing this, it's wordy and not sure it explains well, sorry)
The "oddities" on running around yer seeing is on purpose. I know your situation is a little different with requestor, but... for normal groups using Artificer.
Everyone told to go to next mission.
Requestor goes down to level 1. This requires running to nearest teleport pad, which may be DOWN one level. Then up/up/up/zip to 1.
Then Requestor up to mission which MAY go to a Teleporter 1 past the desired level... and run down to it.
Sounds counter-intuitive, but:

Level 1 to 6 - faster to 1>4>7>6 -- than any other combo.
Similarly 9 to 6 - faster to 9>10>Roof>1>4>7>6 -- than any other combo I've tested.

(I really hope that makes SOME sense)
-------------------------------------------------------------

I meant look at "/cleanup". Forgot this release. Will.
 
Hey, about the walking around, what I saw was not what you are describing. It only happens when you have to go ask for the quest, sure. And I am about finished with a set of keys on my tank and can use the script as you intended altho I can also test the "send other guy" stuff.
What happens is, on that one level. All the other levels, it paths correctly, sometimes using porters as needed. On this one tho, the group is told, walk up one level, tick no problem. The "quest getter" takes a teleport up, then runs down past the group and does whatever. There is no situation where it's faster to get anywhere (to the ground) by going up a teleporter then running back past where you were anyhow! just don't go up at all at that point! why teleport up to run back round to where you started?

I understand the teleporter can be quicker, tele up to top and back to bottom, and teleporter can be quicker to get to a door to enter it - even if that means porting higher and running one down. That isn't what's happening. On that one floor, it ports up and then runs back to where it was, and then goes about getting down even further. LOL :)
It is correctly taking the (programming) path to "get quest from quest guy", just for that floor it's wonky.
It doesn't hurt anything, it gets the quest correctly, but it does do this odd thing so /shrug.

Bah, same thing again, approach frenzied, survive 3 barrels, soon as barrel 3 is gone (explode or killed) all zone out and drop quest, despite there being one more objective (kill the gorilla).
;-)
I did set up the driver as tank, tell other toon to get quest, unfortunately Jungle is only one unlocked and that's click the key atm ;p It did work. Will try the driver tells other once I am unlocked.

Edit :
Now driving from my tank, with quest running toon name applied, since I now have a set of keys, it just uses those on me to get the quest regardless ;p So, sorry, I cannot try out that routine.
Edit 2 : despite me having many lev types avail to me, and it being ticked, didn't use lev (I turned it on manually) and didn't /removelev after :) For Frost & Steam :)
Jungle, last step "Kill the frenzied gorilla", and "a frenzied gorilla" became aggro and attacked. When ded, quest completed. (I just stopped script once in)
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.8: Jungle Mission Fully Functional

  • Oasis of the Jungle fully functional
    • Group attacks the barrels by default
    • Optional to instead move to a corner and wait for them to self-destruct. This takes 1 minute per barrel - so 3 minutes total





Unrelated information on the mission if you ever have to run this manually
Barrels have the same names and positions and...

Read the rest of this update entry...
 
GoldenFrog

Just tried out the newest and found a couple of things that didn't jive.

1. When I use the /lua pause missions_anniversarytower macro it doesn't work on most of the Missions. It does work in Frost and Sky, but the others it has absolutely no effect.

2. I had to manually get the rest of the group to assist the tank. This just started happening today. And it was on all the missions, except Jungle. Normal behavior is that the group automatically assist the tank. I tried this with and without the pause. And yes I made sure I turned it back on and they still won't follow or assist. I also tried checking the "Boxr" box both on and off, didn't seem to make any difference. BTW I am running CWTN Plugins on all toons.

3. On a brighter note the Missions all seem to run better after the changes you made recently. All of them. I did have one mission where the Mage didn't zone in with the rest of the group, but I caught it right away and manually zoned her in. I watch for that now lol.

4. I like the changes to Jungle, about killing the barrels. It was weird because firstly the tank couldn't target the barrel and it didn't show on the extended target list. And then when the tank could finally target it the rest of the group couldn't until it got down to like 50%. Now the tank runs right up to it and starts attacking it and then the rest of the group starts in on it too, just like you would expect them to. Nice change.

5. And in Frost, I finally got it down. Your changes worked great. It now allows Pagal to actually spawn, and the group can kill him, instead of quitting the task and heading for the door before he actually gets up (spawns). I never realized how long it takes to spawn him. Different from other bosses.

Anyways, good job on the changes, your definitely improving this IMGui. WTG

Vrak
 
1. When I use the /lua pause missions_anniversarytower macro it doesn't work on most of the Missions. It does work in Frost and Sky, but the others it has absolutely no effect.
Thanks again, Vrak

1. Not clear what you're referring to with "/Lua pause". Which effect are we looking for here?

2. Make sure you have the latest script. The "Fixed Jungle Mission" post (v 1.8) had a bug which was corrected 10 min later in v 1.9. That should fix what you're seeing.

3. That's good to hear, except the mage part. The group zoning in is much improved but still a stray straggler. Working to correct.

4/5. The missions definitely feel more solid. Haven't had any issues in a while. Looking to hear any problems anyone still sees.
 
having an issue where its not unpausing on start of a new mission. I have a cfg to pause my plugins whenever i zone in, so its kinda my problem, but it would be nice to check if paused and unpause when mission starts.
 
Release Anniversary Tower Missions: Full Automation

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