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Problem - DoCommand - Couldn't parse '/killthis'

Joined
Sep 16, 2020
RedCents
839¢
Version of KissAssist.mac?
12.002
When did your problem start?
Today, in the middle of the Oubliette mission
Character Role?
  1. Assist
What class is having this issue?
  1. Bard
  2. Rogue
How often does this issue occur?
Rarely
Can you reproduce the issue?
Not sure yet
Wondering if anyone has seen this before? Had this happen in the middle of Oubliette today on both my bard and rogue when killing the second set of minis

DoCommand - Couldn't parse '/killthis'
kissassist.mac@1638 (CheckStick(int p_Flag1, int p_UseAttack)): /killthis
kissassist.mac@1116 (Combat): /call CheckStick 0 1
kissassist.mac@521 (CheckForCombat(int SkipCombat, string FromWhere, int WaitTime)): /call Combat
kissassist.mac@436 (Main): /call CheckForCombat 0 MainLoop2 200

(Also, does this get put out to a logfile? I just took a screenshot and typed this all out)
 
Solution
killthis is a command from the mq2melee plugin, this seems like your mq2melee plugin was unloaded at some point

however you should always have mq2melee unloaded
and in kiss you can set usem2melee=0 to ensure its not loaded.
killthis is a command from the mq2melee plugin, this seems like your mq2melee plugin was unloaded at some point

however you should always have mq2melee unloaded
and in kiss you can set usem2melee=0 to ensure its not loaded.
 
Solution
killthis is a command from the mq2melee plugin, this seems like your mq2melee plugin was unloaded at some point

however you should always have mq2melee unloaded
and in kiss you can set usem2melee=0 to ensure its not loaded.

Curious why you say mq2melee should always be unloaded? Is there a different preferred plugin to do melee?

This makes a bit of sense, though. I have an "end macro" which does:
/dge /end
/dge /plugin mq2melee unload
/dge /target clear
/dge /attack off

I made this a little more forceful because my melee toons wouldn't stop attacking a mob if I ended the KA macro (I'm guessing mq2melee was still going). So I'm constantly unplugging and replugging mq2melee during group missions when I need my toons to move like during AHR or to the final room in Oubliette or whatever.
 
Curious why you say mq2melee should always be unloaded? Is there a different preferred plugin to do melee?

This makes a bit of sense, though. I have an "end macro" which does:
/dge /end
/dge /plugin mq2melee unload
/dge /target clear
/dge /attack off

I made this a little more forceful because my melee toons wouldn't stop attacking a mob if I ended the KA macro (I'm guessing mq2melee was still going). So I'm constantly unplugging and replugging mq2melee during group missions when I need my toons to move like during AHR or to the final room in Oubliette or whatever.
Mobs will still stick if MQ2melee is unloaded. Other than that Im not exactly sure of the justification. They're going away from it due to various reasons, Im told.
 
mq2melee is often causing issues that you dont want to happen, it has not been updated in forever, just bug fixed and had a few updates of skills.

the default skill selection which is hardcoded is very bad, and will cause you depending on some classes to break mezzes.

Default settings on some skills are an issue, and some skills have even gone passive, and not been fixed, there is nothing the plugin does, that other things cant do, and can do better.

kiss has it load pr default because of old people who used the holyshit downshit system, but we have much better options for that today.

in my opinion, running kiss, and mq2melee at the same time, is like having someone else pee in your pants while you are in the pants, its not a super good thing.
 
Default settings on some skills are an issue, and some skills have even gone passive, and not been fixed, there is nothing the plugin does, that other things cant do, and can do better.
I just started a melee group using mq2melee. When you saying other things can do better, are you referring to KA and CWTN? Or are there other options?
 
Cwtn will automatically unload mq2melee
KA now has the options to do the holyshits downshits and also options to do melee skills

No need to run mq2melee with either of them.
 
I just started a melee group using mq2melee. When you saying other things can do better, are you referring to KA and CWTN? Or are there other options?
cwtn plugins (if you have them)
kisssassist
muleassist
modbot
xgen
rgmercs

mq2melee requires a ton of manhandling to even not do bad things, its possible to do that, but it does require you to know what you are doing with it.
 
Not really sure what holyshits downshits is but I will set my KA ini to not use mq2melee and see how that goes. Thank you all for the replies!

This was actually a surprising response because the KA wiki has it set to 1 by default and no indication that it shouldn't really be used. Maybe the wiki should be updated?
 
If your wanting to use stuff like bash and kick
Look at the |mash tag. It will continually fire an ability and you can use it up to 10 times.
The example below it will continue to hit bash during the dps phase if it is available.
Example:
DPS1=Bash|99|mash
 
If your wanting to use stuff like bash and kick
Look at the |mash tag. It will continually fire an ability and you can use it up to 10 times.
The example below it will continue to hit bash during the dps phase if it is available.
Example:
DPS1=Bash|99|mash
I don't think this is actually needed anymore with /autoskill
 
Problem - DoCommand - Couldn't parse '/killthis'

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