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Question - KA 8.5.5. and MQ2Nav Pulling (Question about KA and another about MQ2Nav)

Sum1

Warriors are inferior (read: crybaby) tanks
Joined
Jul 30, 2006
RedCents
6,302¢
Hello all,

I'm making the jump from a class macro to KISSASSIST when AFK'ing because of the stronger AFK protections afforded to my toons in KA. As such, I'm now dabbling in creating an .ini (mostly plagiarized from here), generating a mesh, and setting up the 105 SK to pull to my group of lower level toons. Essentially, I'm PL'ing a bunch of buff bots.

Here are the issues I'm running into:

1. Using MQ2Nav, I'm setting up my group in a corner of the zone wall and another wall. There are mobs on the other side of the wall, as well as a plethora of mobs directly in front of me. Right now, KA will clear the mobs that are close (I see the spam in my MQ window about it), but then it will target a mob within the pull radius but on the other side of the wall and take off running. It will run into a couple other mobs on the way, stop, turn around, and come back to the group with those adds (which is good), but once they're dead it'll simply re-target the mob outside LOS (behind the wall) and take off running again. This would be less of an issue if there weren't other mobs well within LOS in front of me that it could be pulling, but it's targeting and /nav target (or whatever it is in the macro) behind-the-wall mobs.

Is there a way for me to account for this? I'd prefer to avoid using AdvPath for the time being, if possible. I've used it with Dev's macros and wasn't a huge fan. MQ2Nav seems like a more elegant solution.

2. Can someone briefly tell me how I can create a polygon on my MQ2Mesh to have the toon doing the pulling avoid an obstacle that it's not detecting when I generate the mesh? My toon gets stuck on one particular bush on its way to pull in a certain area. With that said, if I can fix Problem 1 above, then this will become less of an issue.

3. This is related to question #1 -- if MQ2Nav isn't loaded or I don't generate a mesh for the zone, will KA automatically default to pulling things within LOS and within my pre-defined radius? There aren't a ton of obstacles, so this might fix my issue of MQ2Nav trying to pull from behind the wall I'm setup next to.

Thank you. For reference, here's my .ini:

Rich (BB code):
[General]
KissAssistVer=8.5.5
Role=Assist
CampRadius=20
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=15
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=0
GroupWatchOn=1
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=12
HoTTOn=1
CampfireOn=0
CharInfo=Shadow Knight|105
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Livio's Covenant
Buffs2=Vizat's Horror
Buffs3=Shroud of the Doomscale
Buffs4=NULL
Buffs5=Drape of the Wrathforged
Buffs6=Voice of thule|Me
Buffs7=Vizat's Skin
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
RebuffOn=1
CheckBuffsTimer=20
PowerSource=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=100
StickHow=front
AutoFireOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL
[AE]
AEOn=1
AERadius=50
AE1=Projection of Doom|2|Mob
AE2=Explosion of Spite|2
AE3=Shield Flash|3
AE4=Chattering Bones|3
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=1
DPSInterval=0
DPS1=Terror of Narus|99
DPS2=Impose for power|99
DPS3=Plague of Klonda|92
DPS4=Spear of Vizat|95
DPS5=Vicious Bite of Chaos|99
DPS6=Mindless Hatred|100
DPS7=Dichotomic Fang|99
DPS8=Soul Flay|90
DPS9=Thought Leech|99
DPS10=Touch of Holmein|98
DPS11=Lacerating Blade|94
DPS12=Bond of Bonemaw|97
DPS13=Stream of Hatred|98
DPS14=NULL
DPS15=NULL
[Aggro]
AggroOn=1
Aggro1=Terror of Narus
Aggro2=Explosion of Spite
Aggro3=Explosion of Hatred
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Dire Declaration|70|Tap
Heals2=Leech Touch|30|Tap
Heals3=Touch of Lutzen|80|Tap
Heals4=Innoruuk's Dark Blessing|60|Tap
Heals5=NULL
XTarHeal=0
HealGroupPetsOn=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Pet]
PetOn=1
PetSpell=Minion of Vizat
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffs1=Gift of Lutzen
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetToysGave=
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Unholy Guardian Discipline
Burn2=Fundament: Third Spire of the Reavers
Burn3=Projection of Doom
Burn4=Visage of Death
Burn5=Scarlet Blade
Burn6=Unflinching Acrimony
Burn7=Doomscale Mantle
Burn8=Reaver's Bargain
Burn9=Reinforced Malaise
Burn10=Veil of Darkness
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[Pull]
PullWith=Terror of Narus Rk. II
MaxRadius=400
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=4
AFKPCRadius=300
CampOnDeath=1
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=1
MercAssistAt=92
 
Last edited:
I believe Kiss support for 8 has been discontinued. Check out the Kiss 9 beta :)

Only basing that tidbit on a previous Maskoi post.
 
I believe Kiss support for 8 has been discontinued. Check out the Kiss 9 beta :)

Only basing that tidbit on a previous Maskoi post.

Now that you mention that, I remember seeing that somewhere else. Guess I don't see why support for a product would be completely discontinued if the replacement product is labeled "beta" and still being modified fairly often to account for issues. KA 8.5 seemed pretty stable, and while bugs are being ironed out in KA 9 I'd rather go with what I know works.
 
I dont disagree completely which is why I added my tidbit disclaimer lol. I'll bet CT and Mask will come by to clarify what they can or have time to do :)
 
heh ya, they're usually super helpful, so I'm hopeful I won't get the stiff arm on this one :)

I didn't mean any snarkiness, if my previous post seemed to have a bit. I've only just started using KA on a few newbie heroic toons and my PL'ing puller, so I'm trying to get used to the syntax and .ini and all that on a stable version. If I jump to KA 9 right out of the gate I fear I'll end up trying to figure out if issues are me and my lack of knowledge or a bug in the macro (CT and Mask have done a GREAT job with all of these macros... I don't want anything I say interpreted to mean anything different). Right now I'm confident that any weirdness in 8.5 is my own misconfigurations.
 
No snarks taken :)

I was in the same boat kinda, moving from 8.5.5 to 9 had me hesitating on doing it for all toons at once. Did one on day of release and took the plunge on the rest. So far have had great results, make a copy of your macro directory for backup and spin up all the toons with kiss 9, let them update the ini and give it a whirl. Worst case is some plat for corpse summoning :) Your current ini's should work still without adding all the tags to further refine spell and skill roles.
 
KA9 has been in beta long enough to not have to worry. I too was hesitant as I knew KA8 and I like to go with what I know. I've recently made the plunge to KA9 and I am very pleased.

MQ2Nav, although bloody brilliant, just isn't going to work. I've had to put it down. One day its waypoints will be included in KA but until then it is not a viable option for KA for the reason you posted. It also doesn't play nice with IS and I found an odd issue with WinEQ.

Unloading MQ2Nav will have KA pull normally, I have done this on the fly, which when in a zone that perhaps it wasn't needed is an elegant solution that doesn't require any other steps. I haven't used the waypoint generater in AdvPath yet but that is the route to go since KA has robust built-in support for it. Well, same could be said for MQ2Nav... but those shortcomings are not the cause of KA's implementation.

I took the risk of using my KA8 INIs unmodified knowing there were additional settings and it worked flawlessly.
 
Kiss 9 will support MQ2Advpath waypoints later this summer as I flesh out the Kiss Task System
 
Kiss 9 like every new major Kiss release is dramatically different in code than the previous version. Kiss is now over 7000 lines of code.

Since MQ2 and EQ are constantly evolving and KissAssist is the only macro that keeps up with these changes there is no point in wasting the limited time Ctaylor22 and I have trying to debug older versions.

If its a problem we instantly recognize we might point you to an older post with a fix but 99% of the time the answer will be use most recent version of Kiss and see if you still have the same issue.
 
There is only so much we can do when it comes to pathing. We have tried to make KA as flexable as possible and allow for alternative methods when trying to path through the zone to pull mobs, but there is no one method that will work for everyone. Pathing logic in KA 9 has changed and I am not referring to AdvPath pulling. KA 8 pulling had issues in zones with changes in the terrain or large number of obstacles. KA 8 had a tendency to bounce back and forth between LOS and Navigation when pulling. KA 9 chooses either LOS, Nav, or AvdPath when starting the pull and sticks with the chosen method the entire pull.

These are the facts about pathing Logic and Kissassist:

1. LOS pulling is the Lowest Priority. This method is used when AdvPath and/or Navigation are not loaded/enabled. Mobs Must be in LOS of the Camp Location(Not the Pullers Location) or they are ignored.
When searching for a mob to pull it starts with the closest mob to camp location and works outward from there.

2. Navigation Pulling has higher priority over LOS and requires MQ2Nav to be loaded AND a mesh file of the current zone you are in. This method IGNORES LOS. This method will use a mesh of the zone to figure a path to the mob. When searching for a mob to pull it starts with the closest mob to camp location and works outward from there. You need to pay close attention to camp setup when using this method. This method will try and pull mobs that are closest to you, not the first mob along the path to a specific location. If you have a mob that is on the other side of a wall, but you have to go by 2 other mobs to get to the mob you want to pull, MQ2Navigation does NOT know about the other 2 mobs. There is no checking for mobs along the path you are about to run.

3. AdvPath Pulling has the highest Priority and requires a recorded path for the current zone you are in. This method searches for mobs along a defined path, looking for mobs that are LOS and in pull range from each waypoint that make up the pull path. When a mob is found along the path then the puller runs the path to pull the mob.


The above is just the basics of what is checked and how KA decides on a pulling method. You just have to consider the above when setting up a camp location.
 
Question - KA 8.5.5. and MQ2Nav Pulling (Question about KA and another about MQ2Nav)

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