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Question - How to handle unreachable mobs in MQ2Nav within your macro?

Joined
Nov 7, 2005
RedCents
1,471¢
How would one check for unreachable mobs (ie you get the red Could not locate destination on navmesh)?

Now, generate a better MQ2Nav mesh would be one answer.

But there are mobs that are truly unreachable, like stuck in a wall (could also be placed there on purpose).

So something like this
Code:
/if (${Spawn.Navigable})  { 
  /nav spawn }
 
${Nav.PathExists[search parameter]} is something you can use, and if a path doesn't exist you could then default to attempt to pull via simply a /moveto method/line of sight check.

It's not always gonna be easy to have a one solution fits all, if you are in a very specific camp you could try adding way points to move to a way point for spawns near certain locations that then did the line of sight/attempt to pull
 
Just keep in mind as that thread mentions issues with spamming /target, ...you can do virtually everything(i can't think of anything?) you need to do prior to engaging a mob without targeting it to pull it
 
Well said :)

I only target once I am reasonably close to the target and do no retarget unless it is absolutely necessary.

Before MQ2Nav my macros didn't check if the target was close but not reachable (sealed room behind a wall etc).

Now my aim is to target only things that are close and reachable.
 
Question - How to handle unreachable mobs in MQ2Nav within your macro?

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