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Bug - camphere appears broken when not using mq2nav

/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

Screenshot from 2021-01-05 09-46-49.png

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.

KA11 code
INI:
                          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
                    }
                }

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:
No it still checks to use mq2advpath and/or MQ2Moveutils it is just below the section or code that is crashing. We added that ne section and Directly checked a member in the Navigation TLO. I just need to change the } else { to:

Code:
            } else /if (${PullMoveUse.Equal[nav]}) {

We added the else section for non pullers to use Nav. We did not remove any of the other checks for any of the puller types.
 
Bug - camphere appears broken when not using mq2nav

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