/camphere is broken on the new release using KA12. Here is the scenario:
- Using Linux/Wine so MQ2Nav has never worked, Linux users have to use mq2advpath instead
- Up until this last update to KA12 everything worked fine with mq2advpath, however now I get the following error whenever a toon moves away from the camp area that was set with /camphere

Looking at the line of code referenced in the warning it looks like mq2advpath has been removed:
I do not see a mq2advpath conditional in the code anymore for those of us who cannot use mq2nav. There was code in version 11 that dealt with this for mq2advpath users.
[CODE lang="ini" title="KA11 code"] DEBUGMOVE DoWeMove: ReturnToCamp WP#: ${DWMWPCurrent} ${MoveTo.Moving}
/if (${AdvPath.State}==2 && ${Me.Moving} && ${DWMTimer}<10) /varset DWMTimer 10
/if (${DWMTimer}==0) /break
|This is for when you get summoned while running back to camp.
|AdvPath stops playing the path back to camp when summoned.
/if (${DWMWPCurrent}<2) {
/break
} else /if (${AdvPath.State}==0) {
/play ${PullPath} reverse nodoor smart
/varset DWMTimer 10
}
}
/if (${AdvPath.State}) /play off
}
}
[/CODE]
I am still new to the KA code so there may be more too this than I am pointing out. I have only noticed issues with /camphere at this point, I am not sure of any other mq2advpath issues since I have not been able to extensively test the new release yet.
Edit: Toon marked as puller or pullertank will return to camp as expected. This behavior seems to be only on non-puller toons.
Edit 2: Scratch that got it on pullertank toon as well
- Using Linux/Wine so MQ2Nav has never worked, Linux users have to use mq2advpath instead
- Up until this last update to KA12 everything worked fine with mq2advpath, however now I get the following error whenever a toon moves away from the camp area that was set with /camphere
Looking at the line of code referenced in the warning it looks like mq2advpath has been removed:
INI:
DEBUGMOVE DoWeMove:(ReturnToCamp) Non-Puller MQ2Nav return to camp.
/varset DWMTimer 10s
/doevents
/if (${IAmDead} || ${Me.Hovering}) {
/if (${Navigation.Active}) /nav stop
/return
}
/if (!${Me.Mount.ID} && ${Me.Sitting}) /stand
/nav locxyz ${CampXLoc} ${CampYLoc} ${CampZLoc}
/while (1) {
/if (${IAmDead} || ${Me.Hovering}) {
/if (${Navigation.Active}) /nav stop
/return
}
/if (!${Navigation.Active} || !${DWMTimer}) /break
}
}
I do not see a mq2advpath conditional in the code anymore for those of us who cannot use mq2nav. There was code in version 11 that dealt with this for mq2advpath users.
[CODE lang="ini" title="KA11 code"] DEBUGMOVE DoWeMove: ReturnToCamp WP#: ${DWMWPCurrent} ${MoveTo.Moving}
/if (${AdvPath.State}==2 && ${Me.Moving} && ${DWMTimer}<10) /varset DWMTimer 10
/if (${DWMTimer}==0) /break
|This is for when you get summoned while running back to camp.
|AdvPath stops playing the path back to camp when summoned.
/if (${DWMWPCurrent}<2) {
/break
} else /if (${AdvPath.State}==0) {
/play ${PullPath} reverse nodoor smart
/varset DWMTimer 10
}
}
/if (${AdvPath.State}) /play off
}
}
[/CODE]
I am still new to the KA code so there may be more too this than I am pointing out. I have only noticed issues with /camphere at this point, I am not sure of any other mq2advpath issues since I have not been able to extensively test the new release yet.
Edit: Toon marked as puller or pullertank will return to camp as expected. This behavior seems to be only on non-puller toons.
Edit 2: Scratch that got it on pullertank toon as well
Last edited:

