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Question - Auto pull? (1 Viewer)

millertime

New member
Joined
Oct 5, 2011
RedCents
[General]
KissAssistVer=5.2
Role=Puller
CampRadius=400
CampRadiusExceed=1000
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=25
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=1
EQBCOn=0
MiscGem=8
HoTTOn=1
[Buffs]
BuffsOn=0
Buffs1=NULL
Buffs2=NULL
Buffs3=NULL
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
[DPS]
DPSOn=0
DPSSkip=20
DPSInterval=2
DPS1=NULL
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
Heals6=NULL
Heals7=NULL
Heals8=NULL
Heals9=NULL
Heals10=NULL
[Burn]
BurnText=Decepticons Attack
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
[Pull]
PullWith=distant strike
MaxRadius=5000
MaxZRange=5000
PullWait=0
[AFKTools]
AFKToolsOn=0
AFKGMAction=/quit
AFKPCRadius=150
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
Try this
Rich (BB code):
PullWith=Distant Strike
MaxRadius=650
MaxZRange=50
PullWait=0
 
Hi,

Never used the pull function before, Am I right in thinking its best used in wide open spaces (Say POearth or Ponightmare)?

Say for example your in Crypt of decay, which is maze like. It wouldn't work or path back to the group?
 
Your are correct. Kissassist pulls on line of sight so it can't run down halls and back. I am working on a feature that will let you pull down a hall and back but it won't be ready for a month or so.
 
hey maskoi why not enable a use of a path file with a check of npc in range at every wp.... most of my bots do that... have one bot that runs a (same format as advpath) ini and stops at each wp checks if mobs are around pulls if there are if not then moves to the next one... works great for places like CoB where mobs are spaced out even it GE where those walls are really tricky
 
I am leaning towards that with a 5 point pull feature. I am also looking at mq2advpath and mq2navation. It all gets very complex quickly in that order.

My main goal as always is to keep its ease of use. Adding paths really does not fit with the KISS philosophy but I have been getting too many requests for it so I will come up with something
 
well i just got mq2navigation fully working so if you need help with it throw me a msg.. got the ncr and bin files done... TIP: higher the resolution on the bin files better the plugin will navigate from 1 place to another
 
I included it in the compile. I made like 2 meshes but what is an ncr file. I won;t really have time to explore this plugin until December.
 
mq2navigation uses a mesh to calculate where walls are and objects... and such... even where water so it knows if it could get somewhere faster just by running or swimming it... so instead of creating a mesh of waypoints of where we want the bots pulling from we can simply do /navi target and it will go to that target even if a object is obstructing us... and it will go around walls and open doors as needed

all of this saves alot of time and ALOT of macro code
 
Heres a screen shot of the Sunderrock Springs mesh I was playing around with in EQNavigation the program that creates the meshes. Also the zones.ini file has to be updated it stops at Underfoot.

eqmap.jpg
 
One of the options I am exploring but its also the most complicated.
 
Question - Auto pull?

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