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Question - Hunter mode and mq2nav?

Joined
May 4, 2017
RedCents
77¢
So I tried hunter mode in an ldon today and it doesn't seem to use /nav when moving to mobs, which makes it impossible to use. Is there anyway to couple hunter mode with nav?
 
A few weeks ago I had the same issue in BoT when I was trying out MQ2Nav for the first time. I made a few different meshes, last one with the highest possible tiles as well.

I would target mobs and try to move to them but would get stuck always trying to move Directly to them and not going around objects or walls. :bang: Through the Z-Axis I would not always automatically go up enough stairs to see their feet to pull and then begin cycling targets again.

If there is a good answer for this, I would be very interested in knowing as well.

~TheFiddler~
 
Hunter mode is designed not to use mq2nav. You might be able to accomplish the same thing using pullertank and turning return to camp off after the macro starts
 
maybe this is a stupid question, but how is hunter not designed to work with mq2nav? isnt the concept the same as if it were in puller mode? that is to say, target X mob within whatever radius, run to mob - and then instead of pulling it back to camp, you just start attacking it?

I am stuck at work and cannot test it, but its weird to me that it would be a completely different mechanic than puller or pullertank mode
 
maybe this is a stupid question, but how is hunter not designed to work with mq2nav? isnt the concept the same as if it were in puller mode? that is to say, target X mob within whatever radius, run to mob - and then instead of pulling it back to camp, you just start attacking it?

I am stuck at work and cannot test it, but its weird to me that it would be a completely different mechanic than puller or pullertank mode

It was something that was done intentionally. If you look at the KA code there are two clear pull routines based on the "mode" KA is in. Hunter and PetHunterTank pull using advpath. I believe it had to do with how hunter used to work with the old MQ2Navigation before it was revamped.

More info here

https://www.redguides.com/community...sist-will-not-use-MQ2Nav-paths-in-hunter-mode

And here

https://www.redguides.com/community/threads/51763-Hunter-mode-does-not-use-MQ2Nav


Sent from my iPhone using Tapatalk
 
Hunter role hasn't been touched in years. We will add this to this list. Currently we are in the middle of 3 major Kiss updates so it wouldn't be added to the macro for a while.
 
so is THD aware of this? I am just curious, because he had mentioned it with the macro he is working on.

maybe the short term solution is as listed above and just use pullertank with chase set to a very low number
 
That is what I was doing was trying to mimic what would happen in the instance and it wasn't good. For me chase does not work for anything but a wide open space. In Ldon I never use it because I loose the team on the first corner, door, or whatever geometry I encounter. I was using /afol, but that has it's own set of problems. So at this stage I am back to just setting a camp and chainpulling.
 
That is what I was doing was trying to mimic what would happen in the instance and it wasn't good. For me chase does not work for anything but a wide open space. In Ldon I never use it because I loose the team on the first corner, door, or whatever geometry I encounter. I was using /afol, but that has it's own set of problems. So at this stage I am back to just setting a camp and chainpulling.

Do away with chase and afol and do a downshit that checks for the distance of your groups MA (tank) and if distance is greater than 10 or 20, target tank, and /nav target. It has worked for me so far cause I had the same issues. It works great so far. There are still some quirks (targetting mobs closer to you through walls, then training yourself) but a step above afol/chase
 
Do you mind posting an example of what you are running? I haven't messed with holys yet so its quite foreign to me.
 
hmm you gave me and idea mr levox. i will back with a report in a bit

- - - Updated - - -

hmm no dice, my dumb idea didnt work
 
Do you mind posting an example of what you are running? I haven't messed with holys yet so its quite foreign to me.

You have to put it in the mq2melee ini section under each char (besides your MT) and make sure your tank is set as MA in the EQ group window.

downflag11=1
downshit11=/if (${Spawn[=${MainAssist}].Distance}>20) /multiline ; /target "INSERT TANK NAME" ; /nav target
 
downflag0=1
downshit0=/if (${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID}

would be a better solution for using it as a downshit.

- - - Updated - - -

downflag0=1
downflag1=1
downshit0=/if (!${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID} |will start navigation to mainassist if he is far from us and we arent moving.
downshit1=/if (${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID} |will set a new navigation point while we moving and the mainassist is far from us

this should in theory make it so he dont stop everytiem he gets to the point where he last saw mainassist when the navigation was called.
 
This looks like it's going to work well for Ldon. Can this be added to a condition in Kissassist? And is there a way to turn it off without editing the ini when you don't want the group sticking to you?
 
yeah by make a hotkey with
Rich (BB code):
/melee downflag0=0
/melee downflag1=0
/melee save
then make another hotkey with
Rich (BB code):
/melee downflag0=1
/melee downflag1=1
/melee save

- - - Updated - - -

easy toggle for now
 
i tried figuring out how to make it a condition in KA earlier, but i couldnt, because it would have to go in the buff section, and that is for spells,aa, and item names only, and the condtions are setup to only do whats between ( ) in the if sentence.

but if you do use it and have mq2melee going
Rich (BB code):
[MQ2Melee]
plugin=1
version=8.200
downflag0=1
downflag1=1
downshit0=/if (!${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID}
downshit1=/if (${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID}

thhis is all you would need to have in the ini for that.

and then you could do at hotkey with
Rich (BB code):
/melee off
and one with
Rich (BB code):
/melee on
to turn them off and on.

- - - Updated - - -

Rich (BB code):
[MQ2Melee]
plugin=1
version=8.200
downflag0=1
downflag1=1
downshit0=/if (!${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID}
downshit1=/if (${Navigation.Active} && ${Group.MainAssist.Distance}>20) /nav id ${Group.MainAssist.ID}

well tested out this idea, it does not work. seems downshits are not fired while m2nav is navigating even if they test for navigation.active.

downshit0 will still work but it will pause every so often while it figures out where the mainassist is next.
 
Well this awesome little feature for running ldon was short lived. It is no longer working for me after the patch. Anyone else having issues?

Edit: I remeshed the zone i was in and that seemed to fix everyone but one guy. Looking at his Mq2melee ini it keep resetting plugin=0 so saved and restarted and seems to be working now.
 
Last edited:
Question - Hunter mode and mq2nav?

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