• 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

Problem - Group Members Sit and Won't Move

boukyaku

Active member
Joined
May 25, 2024
RedCents
671¢
Hello,

I've got my INIs to work beautifully with my group comp when properly configuring conditions and a rough know-how of TLOs.

My problem is that when (edit: out of combat or immediately after combat ends) either a melee for endurance, or caster for mana, reaches their medstart threshold, they sit where they are and won't move until 100% restored. They don't return to camp even with /camphere. This is pretty annoying because they most often sit pretty close to a spawn point or in a hot area.

In order to solve this issue I have to spam a /dgge /stand command for them to come over to my location which is where I toggled /camphere.

Am I missing something? Does someone know a method to have them actually follow the return to camp protocol AND THEN sit down? Not just sit exactly where they are after combat?

CampRadius=60
CampRadiusExceed=400
ChaseDistance=50

MeleeDistance=80

Another off-question; is there a way to combine conditions onto one DPS line?
I have some conditions to make Sneak Attack work properly on my Rogue such as DPS1=Sneak Attack|98|ambush|Cond2|Cond4. It was originally one condition line but was too long so I hade to split it up.
The rogue's behavior seems to be the same with one large Cond2 or a split Cond2|Cond4.

I have to say, watching your group perform well with your own scripting via KA makes the game too addicting.
chevy chase drugs GIF by absurdnoise
 
Last edited:
Sounds like you have medcombat=1

medcombat=1 will sit down and med till full, no matter whats going on.

so make sure you dont have that set like that
 
Right, my medcombat=0.

edit: Forgot to mention that the above behavior is out of combat. During combat they do what they're supposed to do. So once combat ends, and their END/MANA is below the threshold, they immediately just plop down and won't move until medstop.
 
yeah you got it at 60, dont change it from the default, its does not work how you think it does.

campradius is the radius in which you are considered "in your camp" having it at 60 is like saying oh yah you are home if you in your neighbours house.

30 is good, because its within your standard melee range, 60 is not good cause its ats your neighbours house.

i generally run it at 30 or sometimes if its really needed, lower it ot 25. could be small hallway space.
 
Another off-question; is there a way to combine conditions onto one DPS line?
I have some conditions to make Sneak Attack work properly on my Rogue such as DPS1=Sneak Attack|98|ambush|Cond2|Cond4. It was originally one condition line but was too long so I hade to split it up.
The rogue's behavior seems to be the same with one large Cond2 or a split Cond2|Cond4.
Without seeing the actual conditions it's pretty hard to diagnose. But when you say "It was originally one condition line but was too long so I hade to split it up" this doesn't sound right. I've had some VERY long conditions and as long as you use the proper syntax, it should resolve correctly. I could be wrong, but I do not believe that using Cond2|Cond4 in this fashion is correct syntax.

But there is a way to combine conditions. Say you have Cond2 and Cond4 and your desired outcome is that the DPS1 ability only activates when both Cond2 and Cond4 are TRUE, you can make a new condition, Cond5, that looks like this: cond5=${Cond2} && ${Cond4}. Then change DPS1 to be DPS1=Sneak Attack|98|ambush|Cond5
 
yeah you got it at 60, dont change it from the default, its does not work how you think it does.

campradius is the radius in which you are considered "in your camp" having it at 60 is like saying oh yah you are home if you in your neighbours house.

30 is good, because its within your standard melee range, 60 is not good cause its ats your neighbours house.

i generally run it at 30 or sometimes if its really needed, lower it ot 25. could be small hallway space.
Is there a way to get members to stand and move to a new location without either turning off KA and spamming /stand and move to here? I try toggling /camphere or /chase but once they sit to med they wont do anything else until finished or the group is aggroed by something. This is kind of bad when you're chase or hunt mode. Not that bad if you've setup a semi-perma camp and have a puller.

Without seeing the actual conditions it's pretty hard to diagnose. But when you say "It was originally one condition line but was too long so I hade to split it up" this doesn't sound right. I've had some VERY long conditions and as long as you use the proper syntax, it should resolve correctly. I could be wrong, but I do not believe that using Cond2|Cond4 in this fashion is correct syntax.

But there is a way to combine conditions. Say you have Cond2 and Cond4 and your desired outcome is that the DPS1 ability only activates when both Cond2 and Cond4 are TRUE, you can make a new condition, Cond5, that looks like this: cond5=${Cond2} && ${Cond4}. Then change DPS1 to be DPS1=Sneak Attack|98|ambush|Cond5
OK thanks for this. I'm just trying to make my code more readable by splitting a long condition into multiple parts.
 
Is there a way to get members to stand and move to a new location without either turning off KA and spamming /stand and move to here? I try toggling /camphere or /chase but once they sit to med they wont do anything else until finished or the group is aggroed by something. This is kind of bad when you're chase or hunt mode. Not that bad if you've setup a semi-perma camp and have a puller.
Thats odd. If you set a camp and then decide to move, /chase on should abandon the camp and follow your MA. Sounds like you don't have an MA set maybe?

If you're trying to move camps and chase was already on in the ini, then /camphere off should allow them to follow your MA and the use /camphere on to set a new camp.

1718808694785.png
 

Attachments

  • 1718808498579.png
    1718808498579.png
    26.2 KB · Views: 0
Thats odd. If you set a camp and then decide to move, /chase on should abandon the camp and follow your MA. Sounds like you don't have an MA set maybe?

If you're trying to move camps and chase was already on in the ini, then /camphere off should allow them to follow your MA and the use /camphere on to set a new camp.

View attachment 62557
I think the post is referring to behavior when a character hits MedStart=15. When I was using chase mode and something stupid happened and a guy died, I just stayed in the 1 spot and didn't really try and move, and lately I've been setting a camp in a spot and pulling to camp. So I guess haven't experience what is being talked about, just because I didn't try and move when 1 of my guys got into the MedStart behavior. So I"m not sure what's supposed to happen when chase is on and a character then starts trying to med, but you are still trying to actively move the group. I suppose I would probably just brute force the issue and do an /end on the guy medding and use follow-me and then just restart kissassist after having moved to someplace safer. But I'm not sure if there is a better way to change the behavior once a character goes into that MedStart condition.
 
Thats odd. If you set a camp and then decide to move, /chase on should abandon the camp and follow your MA. Sounds like you don't have an MA set maybe?

If you're trying to move camps and chase was already on in the ini, then /camphere off should allow them to follow your MA and the use /camphere on to set a new camp.

View attachment 62557
The MA is certainly set. There are also no issues when I toggle /camphere or /chase. They either stay and start groupwatch or abandon camp and start following me in hunter mode.

The issue is when a member starts to med for END or MANA. They won't stand up when I move away in chase mode until medstop. At this point I have to issue /dgge /stand and then they'll stand up and run over to my current loc if it's not too far away. Then they'll sit back down. If the distance is too far, they run over halfway, then sit back down. I have to issue /dgge /stand again. They stand back up and run the rest of the way to my loc. Was just wondering if there was a better way to handle this issue.

Like have them maintain chase distance while in med mode.
 
For chasing over long distances you might want to use the /Trackmedown command. The med routine checks if you need to chase or return to camp. I made a change in the chase routine to /stand you up if you are sitting and not on a mount. Putting everyone on a mount helps with this issue, but I know it is not the fix you are looking for.
 
Problem - Group Members Sit and Won't Move

Users who are viewing this thread

Back
Top
Cart