• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Request - Getting frustrated with Warrior PullerTank...

RallosGuy05

New member
Joined
Apr 23, 2014
RedCents
75¢
I'm having trouble here, just cant seem to get my Warrior PullerTank to cooperate and I just don't know what to do... If he would cooperate this group would be a slaughterfest, but right now it works for about 15-30 minutes before I have to intervene somehow.

Group: Warrior, Chanter, Cleric, Wiz Merc x3.

Problems
-Warrior will either pull and slowly inch further away from the group until he's out of assist range of the mercs. Never returns to camp.

Or if he's being good on that issue, then eventually...

-Warrior wont attack after adds come to camp and Chanter has them mezzed.

What I've tried
-Toggling return to camp
-Changing camp radius
-Having Chanter pull (Eventually gets too far away from camp as well)

Rich (BB code):
[General]
KissAssistVer=7.6.7
Role=PullerTank
CampRadius=5
CampRadiusExceed=300
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
EQBCOn=1
GroupWatchOn=1
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=50
StickHow=front
AutoFireOn=0
[Buffs]
BuffsOn=1
Buffs1=Champion's Aura|Aura
Buffs2=Respite Rk. II|Endurance|23
Buffs3=NULL
Buffs4=Heroic Earring of the Adventurer
Buffs5=Heroic Drape of the Combatant 
Buffs6=NULL
Buffs7=Glossy Elytra Shoulderguards
Buffs8=Heroic Ring of the Guardian
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
ChecKBuffsTimer=20
[DPS]
DPSOn=1
DPSSkip=0
DPSInterval=2
DPS1=Jeer|99
DPS2=Bracing Defense|95
DPS3=Bazu Bluster|50
DPS4=Disarm|85
DPS5=Field Armorer|80
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Furious Discipline|30|Me
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
Heals6=NULL
Heals7=NULL
Heals8=NULL
AutoRezOn=0
AutoRezWith=Your Rez Item/AA/Spell
XTarHeal=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=96
[Pull]
PullWith=Treantwood Longbow|Flight Arrow
MaxRadius=600
MaxZRange=200
LoSFailOn=0
PullWait=0
PullRoleToggle=1
[AFKTools]
AFKToolsOn=1
AFKGMAction=/quit
AFKPCRadius=150
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
CampOnDeath=0
ClickBacktoCamp=0
[Burn]
BurnText=Decepticons Attack
Burn1=Heroic Ironhand Breastplate
Burn2=Fourth Wind
Burn3=Stonewall Discipline
Burn4=Armor of Timeworn Runes
Burn5=Brutal Onslaught Discipline
Burn6=Punch Through
BurnAllNamed=1
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
 
Your campradius is too small. adjust to 35 please.
and bump the meleedistance to 55.

Using ReturnToCamp (which you should be using.. and are) calls MQ2Moveutils plugin command to moveto starting camp position.

However, we allow a bit of flexibility in it.. where we invoke "mdist 10" for the moveto call. This sais to MQ2Moveutils that its ok to return up to maximum of 10 paces away from the exact camp starting position.

Herein lies the issue with having a campradius set to 5.... You can potentially returntocamp 10 to 6 paces away from exact starting position of camp... satisfy the moveto call.. but still be outside of your own campradius. That will mess you up big time.

I'm fairly confident that bumping the campradius up to at least 35 will resolve your woes.

One way or the other... do it.. and post back your results.
If your issue does not resolve after booting the campradius... i will move/convert this to a support ticket.
 
I've had the campradius from 5-100, the lower settings have worked best in prolonging the inevitable... I'll adjust the melee distance when I make it home from work to see what happens.

Thank you for your help, will report back!
 
Other than THD's suggestions, your INI looks good.

There is also a know problem that can occur, if your one of the lucky ones, where the AddsInCamp flag does not get reset to 0. In the DoWeMove sub there is a check for the AddsInCamp flag and if it is set(1), then exit the sub. That means you will not return to camp until the AddsInCamp flag gets set back to 0. It will gradually get set correctly and the tank will return to camp.

Not to sound like a broken record, but this issue and the others you have listed above, have been resolved in the new KISS 8.0.

I can't express how much work has gone into the new KISS 8.0 Macro. You guys are in for a treat..
 
OK. Well this is the best I can do for you.

Find this code in the CheckForAdds Sub

Rich (BB code):
            /varset AddsInCamp 1
            /if (!${Target.ID} && ${Select[${Role},tank,pullertank,pullerpettank,hunter]}) /squelch /target ID ${Spawn[${AggroTargetID}].ID}
            /if (${Target.Type.Equal[corpse]}) /return
            /if (${MezOn}) /call DoMezStuff
            /if (${HealsOn}) /call CheckHealth
            /if (${CuresOn}) /call CheckCures

Replace the highlighted line with this:

Rich (BB code):
            /if (${Target.Type.Equal[corpse]}) {
               /varset AddsInCamp 0
               /return
            }
 
Home at lunch now, came back to a camp with four mobs and my chanter happily messing away and my Warrior derping like a warrior... I made the changes, hopefully it's all still truckin when i get back in a few hours.
 
And you made both the config changes (i suggested) and the code changes (ctaylor22 suggested) ?

I'm so tempted to leak you a copy of KA8 .. and see what happens.. but I'd rather not get a boot in the arse from Mr. Lizardboy.... since he signs the checks.
 
That is the only change I had to make to keep my tank from pausing in or out of camp.. Not sure why your tank won't engage mobs beating on him. What is on his target when he is paused like that?
 
I've got that line of code updated and running now... I'll check back in in the AM

- - - Updated - - -

Had a power outage last night so everything got shut down while I was asleep, so i have no idea how it was doing... Back up and running now, hope it works.

- - - Updated - - -

Nope, already locked up before I even made it out the door to work... Four mobs mezzed in camp and tank just sittin there like a fool.
 
And what did he have targeted? This is a need to know, also if you can get a Debug dump and post it to me in a PM. start up MQ2Log and do /mlog on then while he is paused do a /debugall let it run for about 30 seconds stop the macro. /mlog off. then go the the MQ2 logs directory and edit the logfile and send me the part with your debug dump for this. I will try and take a look at it for you..
 
I moved my crew to a spot without any in combat adds to see what happens...

Sometimes he has been frozen on nothing and sometimes a corpse.
 
Will do!

- - - Updated - - -

Didn't have time to mess around yesterday eve, gonna try and address the problem a bit more this evening.
 
If you have made this change and are still having problems then try this the next time your tank hangs.

Manually move your tank back to his camp spot. Does your Tank start grabbing mobs? If he does then you need to review your mezzers settings and make sure your mezzer is not mezzing mobs out side of the tanks meleedistance.

After moving your tank back to his camp spot, does he still just stand there? OK. Is the closest mob within MeleDistance of him? A quick way to check is to move a caster next to the tank and nuke/wake the closest mob, does your tank wake up and start tanking? If he starts tanking, then either extend your tanks meleedistance or reduce your mezzers mezradius.

I find this to be the biggest problem and will continue to be a problem if your mezzer is mezzing mobs outside of the tanks meleedistance, you might have to fine tune your settings to find the sweet spot for your group..

Good Luck and hope this was helpful.


OK. Well this is the best I can do for you.

Find this code in the CheckForAdds Sub

Rich (BB code):
            /varset AddsInCamp 1
            /if (!${Target.ID} && ${Select[${Role},tank,pullertank,pullerpettank,hunter]}) /squelch /target ID ${Spawn[${AggroTargetID}].ID}
            /if (${Target.Type.Equal[corpse]}) /return
            /if (${MezOn}) /call DoMezStuff
            /if (${HealsOn}) /call CheckHealth
            /if (${CuresOn}) /call CheckCures

Replace the highlighted line with this:

Rich (BB code):
            /if (${Target.Type.Equal[corpse]}) {
               /varset AddsInCamp 0
               /return
            }
 
This isn't usually how we fix things, but if you're at wits end try giving an old version of KissAssist a try. I still use 7.2 on my bard to avoid MQ2's current song-bug, I just renamed it to "kissold".

On all my other toons, I type

/mac kissassist

on my puller, I type:

/mac kissold


I've attached KA 7.2 if you want to give it a try.
 

Attachments

Had a few moments at lunch to try adjusting the melee/mez distances... We'll see what it looks like before I head out for the weekend.

- - - Updated - - -

Came back from work to find a dead group of toons in the lobby... First time that's happened, so changing the mez/melee distance did something at least... Headed out for the weekend though, so I won't be able to evaluate any more until Monday evening
 
I had this same problem, tried everything I read/found on the forums with similar puller problems. I just re-rolled a caster group. The mage's pullerpettank is so much more reliable. I do yearn to level a tank though.
 
I did have a Mage pullerpettank but I couldn't keep the mobs out of the group, so I switched out Mage for chanter and ranger for warrior
 
Got my crew up and running again, gonna watch closely over the next bit and see what happens.

- - - Updated - - -

Still eventually works himself out of camp and doesn't return.
 
I'm still a noob to KA and trying to learn everything myself, but ... I noticed your CampRadiusExceed is set to 300 and your Pull MaxRadius is double that at 600. Did you try messing with these settings? Maybe enter a pull MaxRadius value that is within your CampRadiusExceed parameter?
 
Campradiusexceed is automatically set to pull maxradius when in a pulling role.
 
Even with KA8 and all the updates I'm still getting the same problem... Mobs mezzed in the camp and warrior stops doing anything... As soon as I move the warrior back into camp he wakes up and gets back to work.

And also, a new development - Sometimes he will pull and when the mob gets to camp he just sits there and gets beat on.
 
Last edited:
I changed zones to somewhere that I only get single pulls from a 360* perspective and the problem has been resolved... I think pulling from all directions is keeping him inside the camp radius and preventing the inactivity hiccup.

To answer your question - sometimes yes and sometimes no.
 
We are a patching a lot pulling issues that have cropped up with the addition of pet pulling roles. You may want to download 8.1.1 and try that as well.
 
Try Replacing the Highlighted line. This has not been tested but should stop any puller role type, that is outside their MeleeDistance, from NOT entering combat when they should be.

Rich (BB code):
   Sub Combat
        /doevents
        /if (!${MyTargetID} || !${Target.ID} || ${DMZ} || !${Target.LineOfSight} || ${DPSPaused} || (${Select[${Role},puller,pullertank,pullerpettank]} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>=${MeleeDistance} && ${Pulling})) /return
 
PullerTank been workin like a charm today... Too bad that now I can't get aaspend to work without causing me to crash on login...
 
Delete your aalist and start over something is corrupt in the ini file. that is the main cause of aaspend crashing
 
Request - Getting frustrated with Warrior PullerTank...

Users who are viewing this thread

Back
Top
Cart