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Problem - KA 9.07 Pull using path

undeadraver

Member
Joined
Feb 8, 2012
RedCents
40¢
Hello everyone,

i have been using KA 9.06 (now 9.07) for a few days.
i am running a 2 box bard and sk. I made the SK puller tank and the bard well he just stand pretty and melee.

So far everything is working all the section i am using are working 100%.
At low level i have used hunter and the tank was moving and hunting monster.
After that i used the simple /mac kissassist pullertank and that is working great (in open field with LOS on monster)
Now i wanted to do some hunting in CoM and read about the mq2advpath. So this is what i did.

From camp i did /record
move to a end location
/record save bear 30
/play bear and it's working fine.

Started the puller like this /mac kissassist pullertank path bear
Everything start fine the file is being check the only issue is that the puller doesn't move at all. He stand in one location and wine about LOS issue all the time.
i did /debugpull and could not see anything jumping at me. i sent the info to a log file and nothing il post some of the garbage
I also did a /plugin unload and load again. Also did a few restart of everything

This is the ini for my tank
Rich (BB code):
[General]
KissAssistVer=9.06
Role=pullertank
CampRadius=50
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=75
MedOn=1
MedStart=25
MedCombat=0
LootOn=1
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=1
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Grim Aura|me
Buffs2=Scream of Death|me
Buffs3=Dark Temptation|me
Buffs4=Voice of Shadows|me
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=20
PowerSource=NULL
[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll rear
AutoFireOn=0
UseMQ2Melee=1
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL
[AE]
AEOn=0
AERadius=50
AE1=Wave of Enfeeblement|3|mob|once
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=2
DPS1=Dooming Darkness|50|once
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DebuffAllOn=2
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Siphon life|70|Tap
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
HealGroupPetsOn=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Pet]
PetOn=1
PetSpell=Summon Dead
PetShrinkOn=1
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffs1=Strengthen Death
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetHoldOn=1
PetToysGave=
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[Pull]
PullWith=Blood of pain
MaxRadius=700
MaxZRange=400
PullWait=5
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=45|55
PullPath=bear
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=1
MercAssistAt=95

This is the debugspew
Rich (BB code):
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_wandering_harpy13)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest12)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_tame_Griffon03)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest18)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest08)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_harpy_youth00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(#Gayatri00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_harpy_youth04)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_harpy_youth03)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_harpy_youth01)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_wandering_harpy00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest15)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_harpy_youth02)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest14)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_small_sturdy_harpy_nest04)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest09)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_wandering_harpy01)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_small_sturdy_harpy_nest07)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_large_sturdy_harpy_nest05)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon01_pet00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon01)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon04_pet00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon04)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon05)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_blackfeather_griffon05_pet00)
[MQ2] MQ2AdvPath::OnRemoveSpawn(a_small_sturdy_harpy_nest03)
 
Last edited by a moderator:
this in not the debug for kiss
Rich (BB code):
/debugall
while kiss is running will show you what is going on
 
This is what i get

Looking for close range mobs
DEBUGPULL FindMobToPull: Mob Not Found. Advpull:PullFlag 1 role: pullertank ID: 0 Pullrange 160 Line# 4854
DEBUGPULL FindMobToPull: Enter 1 line#4776
DEBUGPULL PullRange Enter Line#4702
DEBUGPULL PullRange PullWith: Blood of pain - CA:Null/spell:53/ AA: NULL line#4725
DEBUGPULL Pullvars Enter Line#4747
DEBUGPULL Pullvars Leave Line#4754
DEBUGPULL PullRange leave Line#4741

This is the entire debug that talk about pulling. it keep showing up (with the rest of the debug for buff and suchs)

if i dont use the path it work fine.
 
I am having the same issue, though when i move the puller slightly, it will first play the path to come back to it original spot, then when i manually move the puller, it will start playing the path, but it will just run it and not pull anything outside of proximity agro.

All it does on its own is look for Close Range Mobs and spam that.
 
I saved it as /record save PullPath with nothing behind it, then i read up on the main thread tried with 30 at the end, 15, 150 and so on with all the same issues, just playing the path works fine, but not when doing it with KA, the only thing it seems to be doing is if you manually walk away from camp it starts the path and paths back to camp to resume looking for close range mobs and be stuck there.

My path is a single line, doesnt cross and doesnt loop, ive tried unloading and reloading etc.
 
weird i posted on this and its now gone , i also posted a kiss issue with just ini and log of issue and getting nothing. i have narrowed it down to cast radius issue bards cast radius starts big and slowly gets smaller then when its small he runs out tags mob and stands because of his cast radius , reset him on desktop to laptop does same thing cast radius is large then when he gets small cast radius he fucks up any idea ?
 
I saved it as /record save PullPath with nothing behind it, then i read up on the main thread tried with 30 at the end, 15, 150 and so on with all the same issues, just playing the path works fine, but not when doing it with KA, the only thing it seems to be doing is if you manually walk away from camp it starts the path and paths back to camp to resume looking for close range mobs and be stuck there.

My path is a single line, doesnt cross and doesnt loop, ive tried unloading and reloading etc.

Make sure you save the path /record save pathname 30. the reason for the 30 is for searching the path not running/playing the path.

- - - Updated - - -

weird i posted on this and its now gone , i also posted a kiss issue with just ini and log of issue and getting nothing. i have narrowed it down to cast radius issue bards cast radius starts big and slowly gets smaller then when its small he runs out tags mob and stands because of his cast radius , reset him on desktop to laptop does same thing cast radius is large then when he gets small cast radius he fucks up any idea ?

Not sure why the cast radius would keep getting smaller and smaller. a debug dump would be helpful.
 
Working on something else tonight and found 2 issues that could be part of the problem you are having.

There are 2 lines that need to be changed.

Line 1151 in Validatetarget need to be changed from:

Rich (BB code):
            /if (${Select[${Role},puller,pullertank,pullerpettank]} && !${Spawn[${MobID}].LineOfSight} && !${Navigation.MeshLoaded}) /return NoLOS

to

Rich (BB code):
            /if (${Select[${Role},puller,pullertank,pullerpettank]} && !${Spawn[${MobID}].LineOfSight} && !${Navigation.MeshLoaded} && !${PullPathWpCount}) /return NoLOS

Next you need to go to line 5122 in Sub Pull and change this:

Rich (BB code):
            /if (${Spawn[${MyTargetID}].Distance}>${PullDist} && ${Math.Distance[${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}:${CampYLoc},${CampXLoc}]}<${MaxRadius}) {

to

Rich (BB code):
            /if ((${Spawn[${MyTargetID}].Distance}>${PullDist} || !${Spawn[${MyTargetID}].LineOfSight}) && ${Math.Distance[${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}:${CampYLoc},${CampXLoc}]}<${MaxRadius}) {

That should fix a few issues when pulling with AdvPath.
 
Made the 2 changes and still the same behavior, looking for close range mobs and doesnt move and follow the path.
 
Working on something else tonight and found 2 issues that could be part of the problem you are having.

There are 2 lines that need to be changed.

Line 1151 in Validatetarget need to be changed from:

Rich (BB code):
            /if (${Select[${Role},puller,pullertank,pullerpettank]} && !${Spawn[${MobID}].LineOfSight} && !${Navigation.MeshLoaded}) /return NoLOS

to

Rich (BB code):
            /if (${Select[${Role},puller,pullertank,pullerpettank]} && !${Spawn[${MobID}].LineOfSight} && !${Navigation.MeshLoaded} && !${PullPathWpCount}) /return NoLOS

Next you need to go to line 5122 in Sub Pull and change this:

Rich (BB code):
            /if (${Spawn[${MyTargetID}].Distance}>${PullDist} && ${Math.Distance[${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}:${CampYLoc},${CampXLoc}]}<${MaxRadius}) {

to

Rich (BB code):
            /if ((${Spawn[${MyTargetID}].Distance}>${PullDist} || !${Spawn[${MyTargetID}].LineOfSight}) && ${Math.Distance[${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}:${CampYLoc},${CampXLoc}]}<${MaxRadius}) {

That should fix a few issues when pulling with AdvPath.

Ive added these lines and now it pulls and works pretty normally, one more issue is that during pulls the puller slows down and stops running at max speed, until you give him a slight push, but other then that it is pulling nicely now.
 
Made the 2 changes and still the same behavior, looking for close range mobs and doesnt move and follow the path.

Post you path file please.

- - - Updated - - -

Songie, good to hear. Not sure what would cause the puller to slow down. There is nothing in KA that reduces and/or increases run speed. The only thing I can think of is. Have you customized any of your EQ command keys, like your sit/stand, run/walk, etc...
 
Nope nothing that i can think off, it runs normally but then falls into a slumber with funny legs reducing its movement speed, might be a coincidence, but i just saw it get hit by a spell from a mob and then it reduced run speed, ill keep an eye on it.
 
This is the test path i made to test to see if the puller would move.

[test]
1=-37.40 567.13 -25.25
2=-42.60 566.38 -25.25
3=-67.98 562.94 -24.57
4=-88.05 562.29 -31.25
5=-123.59 563.15 -32.70
6=-139.15 563.53 -33.90

I saved using the /record save test 30
 
Ive now been playing some more with it and trying to make it use a diffrent path when it pulls something back with "/play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}" but it will just stop there forever till its skull is caved in.
 
If i press the key to make my puller take 1 step. he start doing the path to pull and bring the monster back. if i dont press any key he just whine about no monster in range. This work sometimes sometimes he just decide to stand in place or just run back a bit.
Dont know if that help
 
I have had similar experiences and subsequently gave up, figuring I had created enough problems for everyone. I am glad SWIM is detailing this. I concluded (unconfirmed) that the path doesn't want to start unless you are standing in the exact place that the path was created from, thus why taking a step can invoke it.

I never tried, but it's possible that if you set your /camphere at the exact loc the path creation started from, it might fire... This could be accomplished by looking at the path code and identifying it's start loc then issuing a /moveto loc y x, then starting KA/path (and if not set issue a /camphere). Iirc, the y and x might be reversed (compared to the way /loc represents coords) in the moveto cmd so might have to experiment with the order...
 
Ive now been playing some more with it and trying to make it use a diffrent path when it pulls something back with "/play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}" but it will just stop there forever till its skull is caved in.

Did you /record returnpath starting from camp? if so you would need a reverse in there. should be more like /play ${If[${AdvPath.Direction.Equal[r]}, reverse smart returnpath fast, fast]}

- - - Updated - - -

I start all my paths 20 units outside of campradius, so the last leg of running back to camp is handled using the /moveto command. The other thing I have seen is when starting a path if you are clicking on things in your window. Advpath can get confused, don't know why but you can tell if it is advpath if your toon is walking in place or looks like they are jittering in place.

Never had an issue with playing a path that starts away from my current location.
 
Did you /record returnpath starting from camp? if so you would need a reverse in there. should be more like /play ${If[${AdvPath.Direction.Equal[r]}, reverse smart returnpath fast, fast]}

- - - Updated - - -

I start all my paths 20 units outside of campradius, so the last leg of running back to camp is handled using the /moveto command. The other thing I have seen is when starting a path if you are clicking on things in your window. Advpath can get confused, don't know why but you can tell if it is advpath if your toon is walking in place or looks like they are jittering in place.

Never had an issue with playing a path that starts away from my current location.

The only command i can get working is Stop when its reversing and it will then stop but it seems to never load the new path, i think ive tried every permutation possible to get it to go onto another path, the reverse command doesnt help loading the new path either.

- - - Updated - - -

The only time i get it to play a new path is if i write the new path outside of the If logic like so "/Play ${If[${AdvPath.Direction.Equal[r]}]}, PullPathNewEscOne reverse smart,fast", but that is ofcourse not what we need, but as long as it is between an If block it just doesnt get executed (Edit: the path is getting executed in reverse so it should return True for that if statement, so i dont get it)

I am getting a fair grasp on where i should load my escape routed back to camp in a dungeon now, looking forward to when the kinks are worked out, but for now ill just let it lemming the pullpath as ive sunk in more then 16 hours trying to make it work with every tibit of extra info i could find to no avail.
 
The only command i can get working is Stop when its reversing and it will then stop but it seems to never load the new path, i think ive tried every permutation possible to get it to go onto another path, the reverse command doesnt help loading the new path either.

- - - Updated - - -

The only time i get it to play a new path is if i write the new path outside of the If logic like so "/Play ${If[${AdvPath.Direction.Equal[r]}]}, PullPathNewEscOne reverse smart,fast", but that is ofcourse not what we need, but as long as it is between an If block it just doesnt get executed (Edit: the path is getting executed in reverse so it should return True for that if statement, so i dont get it)

I am getting a fair grasp on where i should load my escape routed back to camp in a dungeon now, looking forward to when the kinks are worked out, but for now ill just let it lemming the pullpath as ive sunk in more then 16 hours trying to make it work with every tibit of extra info i could find to no avail.

There is no STOP command in advpath. adv thinks you are trying to load a path named stop. http://www.redguides.com/community/showthread.php/24698-MQ2AdvPath

Where are you putting the "/Play ${If[${AdvPath.Direction.Equal[r]}]}, PullPathNewEscOne reverse smart,fast"?
 
Hmm i was going from the documentation where it all has stop in it, the puller stopping i figured it was due to the stop and not that it was a new stop path.

I am putting them in the ini file as shown in the info like so

50=-269.92 2427.42 288.62 /play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
100=-376.10 2523.54 288.61 /play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
175=-16.48 2854.79 287.61 /play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
250=-13.67 2900.84 297.30 /play ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
 
Ctaylor22 any chance you could make some sort of fast youtube showing how you configure yours and in action.

I would like to do the something as you (if you can do it in a newbie zone) that way i want to see if it's something in my side.
Who knows maybe i am just super stupid and not setting thing right.


i just saw that when i try to manually unload and load mq2advpath i get the following UI file mqui_advpathwnd.xml not found.

This file is not in the Ui folder on the release. is it important ?

thanks
 
Last edited:
There is no STOP command in advpath. adv thinks you are trying to load a path named stop. http://www.redguides.com/community/showthread.php/24698-MQ2AdvPath

Where are you putting the "/Play ${If[${AdvPath.Direction.Equal[r]}]}, PullPathNewEscOne reverse smart,fast"?

I am starting to get confused, so the old info is still relevant or do we use the new http://www.redguides.com/community/showthread.php/40875-MQ2Advpath-changes-and-instructions ? or are those not yet included in MQ2, ive again tried the entire day to get this to work, in a single line it pulls great but when you want to add stuff to the ini ive got it to loop stitch things together, but ive had no success making it change paths in reverse so far.

Ive used the info in the AdvPath changes with /docommand, ive tried straight up /Play, when it does change directions( only in reverse) it will end the macro at the end of the path and stand there doing nothing.

Lets say My main path is PullPathNew and my Escape Path when i going in reverse is PullPathEscape, ive pulled a mob and at location 50 in the file i want to turn into PullPathEscape as this path is straight back to camp and not silly looking like playing PullPathNew in reverse till the end.

How would the line look like ? /Play ${If[${AdvPath.Direction.Equal[r]}, PullPathEscape reverse smart,fast]} does not work neither does /Docommand ${If[${AdvPath.Direction.Equal[r]},/Play PullPathEscape reverse smart,fast]}.

Your guide with aPath1-3 has this in it /play stop apath1 smart,/play stop setflag1 n apath1 smart normal], so where does the stop come into play ?
 
Well i decided to change something around i decided to try and not pull with the tank (runing paladin and chanter).
So i made the path using the paladin and set the paladin in tank mode only.
On the chanter i did mac kissassist puller path name and voila it's working 100% of the time on the same path the pullertank did not want to do.

So guess for now il have the weak chanter do the pulling.

- - - Updated - - -

Any idea why using the same path with a bard the bard goes and pull but never run back to the camp.

Look at the config file of both and they have most of the same setting (camp radius and such)

- - - Updated - - -

If i turn the melee section to off
melee=0
The bard return after pulling (must be why it was working on the chanter)
if i turn off mq2melee but keep melee on in kissassist still doesn't work. The second i turn off melee in kissassist magic.
 
Well i decided to change something around i decided to try and not pull with the tank (runing paladin and chanter).
So i made the path using the paladin and set the paladin in tank mode only.
On the chanter i did mac kissassist puller path name and voila it's working 100% of the time on the same path the pullertank did not want to do.

So guess for now il have the weak chanter do the pulling.

- - - Updated - - -

Any idea why using the same path with a bard the bard goes and pull but never run back to the camp.

Look at the config file of both and they have most of the same setting (camp radius and such)

- - - Updated - - -

If i turn the melee section to off
melee=0
The bard return after pulling (must be why it was working on the chanter)
if i turn off mq2melee but keep melee on in kissassist still doesn't work. The second i turn off melee in kissassist magic.

Does it work with diffrent paths or just pulling using a single path ? as for me i works with a monk with melee on and a sk with it set to on aswell, i just cant seem to get it to turn into a new path if its comming back in reverse with mobs in tow.
 
yeah that the thing when i turn off melee it actually plays the path in reverse when it agroed the monster.

With melee on the bards follow the path gets to the monster pull it and stand like a moron being whack.

i did some more test with brand new toon and all of them have the same issue. the second i turn melee on they all refuse to get back to camp once the monster as been engage.
 
You mean your characters agro the monster, but dont go in reverse at all ?

What i have issue with is to get them to turn onto a new path, say i goto a mob with path 1, agro then reverse on path 1, this all works for me with melee on, but when i get to a point where in reverse i want it togo on path 2 that has a shorter distance to camp, it either just ignores it or stops there.

Ill try to see if they path onto the new path later tonight, might be a linked issue of sorts.
 
Well i decided to change something around i decided to try and not pull with the tank (runing paladin and chanter).
So i made the path using the paladin and set the paladin in tank mode only.
On the chanter i did mac kissassist puller path name and voila it's working 100% of the time on the same path the pullertank did not want to do.

So guess for now il have the weak chanter do the pulling.

- - - Updated - - -

Any idea why using the same path with a bard the bard goes and pull but never run back to the camp.

Look at the config file of both and they have most of the same setting (camp radius and such)

- - - Updated - - -

If i turn the melee section to off
melee=0
The bard return after pulling (must be why it was working on the chanter)
if i turn off mq2melee but keep melee on in kissassist still doesn't work. The second i turn off melee in kissassist magic.

Thanks for the update. Gives us something to look for. Could be partly because of it being a bard.

- - - Updated - - -

You mean your characters agro the monster, but dont go in reverse at all ?

What i have issue with is to get them to turn onto a new path, say i goto a mob with path 1, agro then reverse on path 1, this all works for me with melee on, but when i get to a point where in reverse i want it togo on path 2 that has a shorter distance to camp, it either just ignores it or stops there.

Ill try to see if they path onto the new path later tonight, might be a linked issue of sorts.

OK. Songie, you made me pull out the source code for MQ2AdvPath. My Bad on this one, There is a stop command. I was looking at the official wiki and forgot about the stop command that was added. /play stop and /play off do almost the same thing. KISS uses the /play off.


What I would suggest for you to do, is create some paths in like POK or some home zone and connect the paths.

There is 1 thing that is being overlooked, there is an eval/noeval flag that has to be activated for the /command processing to work. My bad, This is one of those things once you get it working, you just never have to go back and play with. No Pun intended. Try this and lets see if we can make sure things are setup correctly, Edit your path file and chance the /Play ${If[${AdvPath.Direction.Equal[r]}, PullPathEscape reverse smart,fast]} too /echo =============>>> Look It works <<<===============
now save the path and run it, it should trigger in both forward and reverse dirrections, if is does NOT trigger, add the eval to the /play command that is launching the original path and run it. Are you seeing the message now?

Let me know what you find out.
 
Thanks for the update. Gives us something to look for. Could be partly because of it being a bard.

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OK. Songie, you made me pull out the source code for MQ2AdvPath. My Bad on this one, There is a stop command. I was looking at the official wiki and forgot about the stop command that was added. /play stop and /play off do almost the same thing. KISS uses the /play off.


What I would suggest for you to do, is create some paths in like POK or some home zone and connect the paths.

There is 1 thing that is being overlooked, there is an eval/noeval flag that has to be activated for the /command processing to work. My bad, This is one of those things once you get it working, you just never have to go back and play with. No Pun intended. Try this and lets see if we can make sure things are setup correctly, Edit your path file and chance the /Play ${If[${AdvPath.Direction.Equal[r]}, PullPathEscape reverse smart,fast]} too /echo =============>>> Look It works <<<===============
now save the path and run it, it should trigger in both forward and reverse dirrections, if is does NOT trigger, add the eval to the /play command that is launching the original path and run it. Are you seeing the message now?

Let me know what you find out.

Planning to play around with it some more tommorow, ill let you know, thanks for the info.

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Thanks for the update. Gives us something to look for. Could be partly because of it being a bard.

- - - Updated - - -



OK. Songie, you made me pull out the source code for MQ2AdvPath. My Bad on this one, There is a stop command. I was looking at the official wiki and forgot about the stop command that was added. /play stop and /play off do almost the same thing. KISS uses the /play off.


What I would suggest for you to do, is create some paths in like POK or some home zone and connect the paths.

There is 1 thing that is being overlooked, there is an eval/noeval flag that has to be activated for the /command processing to work. My bad, This is one of those things once you get it working, you just never have to go back and play with. No Pun intended. Try this and lets see if we can make sure things are setup correctly, Edit your path file and chance the /Play ${If[${AdvPath.Direction.Equal[r]}, PullPathEscape reverse smart,fast]} too /echo =============>>> Look It works <<<===============
now save the path and run it, it should trigger in both forward and reverse dirrections, if is does NOT trigger, add the eval to the /play command that is launching the original path and run it. Are you seeing the message now?

Let me know what you find out.

Played around with it some more, but those flags you mentioned, are not really needed for what i want to use it for, also you mentioned Kiss does not like to play new paths going forward, only use it when going in reverse.

The only time i can get my character to try an escape route is when it gets back to town and then for some reason remembers it picked up the /Play "something" around checkpoint 50 and decides to play it when its already in camp, i tried the /melee off and kissasist melee to 0, i cannot for the life of me get the character to reverse on another path when its either in reverse or isfleeing so to say.

The only thing i can get it todo is to play a single path and reverse on it through a reverse command on a checkpoint but then it will come back to point 1 and then just stand there, also tried changing stop to off but that just does the same thing and breaks the pathing, grinding to a halt.

The only thing i want to accomplish is that say i have a track of 400 checkpoints and i pick up mobs at say 380, instead of letting it reverse all 380 checkpoints, i want to have diffrent paths at 350,300,250 that are shorter to camp and look more natural then reversing the entire track like a moron :p but for the life of me all new paths are ignored.

This is starting to feel like rocketscience while all it should really be is "30=-1727.07 249.10 -156.12 if(iGotAMobTagged && iamGoingInreverse) { PlayNewPath(EscapeToCampPath); }"
 
Songie, I know what you are trying to do and you can do it using kiss, but there are some things about AdvPath you have to understand, so be patient and I will try and give you the information you need so you can plan accordingly.

First the Waypoint is made up of several fields that are NOT in the ini file, what you see in the INI file are the X, Y, Z, CheckPoint fields. The fields you don't see, but are still very important are the Heading, Warping, and Eval fields. The 2 fields that concern you are the Eval and Checkpoint. The CheckPoint field you can control by changing it in the ini file, but the Eval Field is and internal field that works as follows.

When a path is loaded the Eval field, for each WayPoint is turned on(=1). Now as you /play a path, as each Waypoint is played the Eval field is set off(=0) so if at any time you decide to /play reverse, just remember that even if you have a command in a checkpoint it won't get Evaluated, because the Eval field is set off(=0).

Now the second thing you need to be made aware of is a checkpoint must start with the "/" character or it will not be evaluated/executed regardless of what the Eval field is set too.

Now the third thing you need to know is that none of the first 2 things matter if you don't turn on the Evaluate function. The evaluate function is turned on with the /play eval command and turned off with the /play noeval command.

Now with all this said, I hope you have a better understanding of how the AdvPath waypoints eval, and checkpoint fields work together and how you have to turn on the Evaluate function before any of it will work.

In addition to all that I added some additional functionality that does not rely on the whole evaluate setup. For compatibility with existing code and/or path files that relied on the current Evaluate functionality. I added a few inline commands that will allow the Checkpoints to be evaluated/executed regardless of the waypoints Eval field. Now you still have to turn on the Evaluate function(/play eval), but you don't have to worry about the eval field. There was a flee command added that handels a few things automatically for you.

When you do a /play flee, this is what AdvPath does. First it set you play direction to reverse. Then is get the previous waypoint and sets it as the active waypoint. Now while you are in flee mode if the Evaluate function is on(/play eval) every checkpoint will be executed if the first character begins with "/" character. You can check if flee mode is active with ${AdvPath.Fleeing}.

Now according to everything you listed this is how I would setup waypoints 350, 300, and 250.

I would use this in each checkpoint only changing the path that will be played in reverse. My assumptions here is all the return paths start at the camp location and end near one of the pullpath waypoints(350, 300, 250).

CheckPoint for Waypoint 350 /docommand ${If[${AdvPath.Fleeing},/play stop returnPath1 smart,/echo Continuing Path...]}
CheckPoint for Waypoint 300 /docommand ${If[${AdvPath.Fleeing},/play stop returnPath2 smart,/echo Continuing Path...]}
CheckPoint for Waypoint 250 /docommand ${If[${AdvPath.Fleeing},/play stop returnPath3 smart,/echo Continuing Path...]}

This is what will need to be changed in Kiss:

Find this line around line 899 in sub PParse and add eval to the end.
Rich (BB code):
					/play ${PParam${ipa}} pause eval

Now find this line around 2033 and add flee to the end.

Rich (BB code):
						/play ${PullPath} reverse nodoor smart flee

Now find this line around 5126 and add noflee to the end

Rich (BB code):
					/play ${PullPath} nodoor smart normal noflee


KISS never included the needed /play switched to use the checkpoints for redirecting the return path. This will redirect you regardless if a mob is chasing you or not, when returning to camp you will always use the return paths.

Hope this helps.
 
Thanks for the help so far, i didnt have much time today but the couple of quick tests i ran with it after i made the changes, so far it plays only the echo when i get to a point, but it doesnt actually go to the new path, reverse or otherwise, it does seem to have snappier behavior then before. It also does not do the stop anymore and it does the /Echo Using Escape Path 1, but it never actually runs the escape path 1.

One thing i am curious on as i can't find info on it or must have missed it, does Kiss set itself to fleeing when it pulls a mob and start reversing ? I am doing all these tests with Kiss and not actually with the direct Advpath /play commands.

I really apreciate the info.
 
Thanks for the help so far, i didnt have much time today but the couple of quick tests i ran with it after i made the changes, so far it plays only the echo when i get to a point, but it doesnt actually go to the new path, reverse or otherwise, it does seem to have snappier behavior then before. It also does not do the stop anymore and it does the /Echo Using Escape Path 1, but it never actually runs the escape path 1.

One thing i am curious on as i can't find info on it or must have missed it, does Kiss set itself to fleeing when it pulls a mob and start reversing ? I am doing all these tests with Kiss and not actually with the direct Advpath /play commands.

I really apreciate the info.

No Kiss does not. You will have to modify KISS. I provided the changes you will need to make in my last post above.
 
No Kiss does not. You will have to modify KISS. I provided the changes you will need to make in my last post above.

I made those, ill play with it tonight see if i can make it turn into a new path now with Kiss, i actually tought those things where possible even without all those changes present, because of this post, witch was under Kiss Beta

We went a head and added this. It checks if your snared or rooted. should be in next update..

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Not to hijack this thread, but I think this is relevant to some of the Advance Path pulling questions.

Here is how I would setup to pull a Cone shaped area.

First you will have to determine your boundaries from your camp location.

See Example below:
View attachment 9668


Now you will have to record a path. The path can be what ever you want, but the idea is to cover as much area with the least amount of travel distance. So here is an example:

View attachment 9669

Let's call the above path PullPath. Now when you play the path it will cover your Cone shaped area and pull mobs from this area. While this will work great and pull the mobs in the area, however. I wouldn't want to have to pull the mobs back to camp along the same path. That will look stupid to anyone watching. So, what's the solution? Well you will have to record a Second Path. See Below:

View attachment 9670

Lets call this path ReturnPath. Now that you have the 2 paths, how do you get them to play together. Well this can get complicated, but it really is simple. What you will need to know are the intersecting waypoints in PullPath, to tell advpath when to jump onto ReturnPath. Lets Use the following example:

PullPath has a total of 300 checkpoints and Checkpoints 50, 100, 175, and 250 intersect with ReturnPath. What you will now need to do is go and edit your pathing file and make changes to the your PullPath. This is what will need to be added to checkpoints 50, 100, 175, and 250. I will show just those waypoints in my example below.

Rich (BB code):
...
50=-269.92 2427.42 288.62 /play  ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
100=-376.10 2523.54 288.61 /play  ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
175=-16.48 2854.79 287.61 /play  ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...
250=-13.67 2900.84 297.30 /play  ${If[${AdvPath.Direction.Equal[r]}, stop smart returnpath, fast]}
...

Note that you can only jump from one path to another when /playing in reverse. KissAssist will not like you if you try and modify your path while /playing forward. SO DON'T DO IT.

Have fun guy's.
 
Yes. You are correct, using the ${AdvPath.Direction.Equal[r]} in the if and not the ${AdvPath.Fleeing} you would not of had to add the flee/noflee to the /play command, but you still would of had to use the eval flag(/play eval) to turn the evaluate function on. The trick with eval is you have to make sure the path is reloaded to reset the waypoints eval flag. By doing the /play reverse smart PullPath, you force advpath to reload the path and that resets all the eval flags.

I know this is kind of confusing, but that is probably more my fault than AdvPaths. I have my pulling code setup a little different than the standard KISS. I forget that sometimes and when I try and give instructions, I refer to what I am doing in my pull code. That's my bad.

If you use the direction check( ${AdvPath.Direction.Equal[r]} ) and not the Flee check, the only change in KA you need to make is the:

Find this line around line 899 in sub PParse and add eval to the end.

Rich (BB code):
/play ${PParam${ipa}} pause eval

I hope that clears things up a bit.
 
Its cleared up so far, but when i am trying todo things from the guide & instructions "/docommand ${If[${AdvPath.Pulling} && !${AdvPath.Fleeing} && ${AdvPath.Direction.Equal[n]} && ${AdvPath.Flag1.Equal[y]},/play stop PullPathNewEscOne normal,/echo Continuing]}" and i run it without kiss, and it gets to that checkpoint and plays it as its pulling, not fleeing and its direction is normal and the flag has not be set to "n", it will just play the stop command and then stops to never continue onto the new path, this has been and still is the biggest issue i seem to be having, i cannot make it run onto any other path then the one you load up at the start.

Edit: this is all just a pathing test in forward motion btw, nothing done using kiss, normally it should head onto the new path right?
 
Nope. Not unless you have at some point turned on the Evaluation Function(/play eval). What /play command are you using to start the master path?
 
The command is "/play PullPathNew smart reverse eval" for the masterpath and the checkpoint in the zone file is "/docommand ${If[${AdvPath.Direction.Equal[r]},/Play stop PullPathNewEscOne smart reverse,/echo using esc 1]}", ive tried adding /Play eval into the zonefile and still nothing, in normal aka forward momentum the issue is still the same that it only plays the Stop and then well stops.

edit: i am starting either at the start in normal (forward) or somewhere around checkpoint 60 in reverse and added the /docommand around checkpoint 30, for either forward or reverse depending what i am trying.
 
OK. question does PullPathNewEscOne path start near camp?

PM me your advpath pathing file so I can take a look at it.

It starts in close proximity, but not in the camp, about 20 out or so as that was advised.

i pm'd the file, it was also recorded using 30 as record command.
 
Problem - KA 9.07 Pull using path

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