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Problem - KA 9.07 Pull using path

Now that you mentioned proximity, i am gonna try a couple of other things meanwhile, if it is caused by proximity it might be caused by the giant U turn it starts in and the escPath starts at the otherside of the camp, midway the loop. dunno gonna check it out.
 
Songie, How did things go this weekend?

So far its been running near flawlessly, ive had it run on saturday all day, sunday and now today, the only issue ive encountered so far is that at some points in a pull the puller will start to stutterstep and that causes a slowdown in its movement speed, and it sometimes doubles back on a pull after a mob is dead, but only for 1 checkpoint, before returning to continue.

Other then those 2 issues, none, this is also still being done on a monk to pull with only 56 pullrange (throw stone), should go heaps better with a caster of some sort.

the stuttersteps seem to happen after the puller gets hit by a spell, doesnt matter what kind of spell, or if its resisted or not and the only time it corrects the stutter is if it moves onto a new path (like an escapepath).

maybe something to add later on, can it be made to scan for mobs while it is pulling, sometimes it will target a mob, start to pull, but mobs in the way pop and the puller will ignore them, unless they agro, but for onlookers it looks odd to leave mobs up while on a pull.
 
maybe something to add later on, can it be made to scan for mobs while it is pulling, sometimes it will target a mob, start to pull, but mobs in the way pop and the puller will ignore them, unless they agro, but for onlookers it looks odd to leave mobs up while on a pull.

Interesting Idea, but that's a question for Maskoi.
 
Problem - KA 9.07 Pull using path

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