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Problem - KA toons not melee without /camphere

ShadowPanda

Member
Joined
Apr 8, 2020
RedCents
Looking for some help with this issue I've had since yesterday.

After installing the 3/4 update yesterday, I noticed that my tank and bard do not melee mobs without using /camphere to set a camp spot. Range dps does not seemed to affect as the ranger and wizard will still do their thing. Bard will still twist songs and all the bots will activate their individual burn AAs etc based on their ini file.

Not sure what I broke or if this is an intended change?
 
What's is your melee range setting?
Are you using mq2melee?
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=50
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=1
 
Looking for some help with this issue I've had since yesterday.

After installing the 3/4 update yesterday, I noticed that my tank and bard do not melee mobs without using /camphere to set a camp spot. Range dps does not seemed to affect as the ranger and wizard will still do their thing. Bard will still twist songs and all the bots will activate their individual burn AAs etc based on their ini file.

Not sure what I broke or if this is an intended change?

For me it was the test update that broke it. I did not know about /camphere - so going to try that. what I can confirm is it will fire off dps abilities so berserker is doing battle leap and sucker punch but not engaging in melee. However if it hit autoattack it engages. Definitely some funky items going on with melee since last updates (on test anyway)
 
What's is your melee range setting?
Are you using mq2melee?
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=50
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=1
Tank:
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=1

Bard:
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=0
MeleeTwistOn=1
MeleeTwistWhat=1 2 3 4 5 6 7

I would be well in range (like almost on top of the mob) and they still wont engage without /camphere. But they would still do everything in the DPS/Aggro/Burn section as far as I can tell, ie tank will still taunt, use Blast of Anger, etc and bard will still twist and do all the AA clicks for burn.
 
For me it was the test update that broke it. I did not know about /camphere - so going to try that. what I can confirm is it will fire off dps abilities so berserker is doing battle leap and sucker punch but not engaging in melee. However if it hit autoattack it engages. Definitely some funky items going on with melee since last updates (on test anyway)
Yep exact same behavior with my war and bard, won't attack unless I hit autoattack manually.

It's not a huge deal but does make crawling a bit more manual with either constantly setting camp or manually activate melee attck.
 
Tank:
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=1

Bard:
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=0
MeleeTwistOn=1
MeleeTwistWhat=1 2 3 4 5 6 7

I would be well in range (like almost on top of the mob) and they still wont engage without /camphere. But they would still do everything in the DPS/Aggro/Burn section as far as I can tell, ie tank will still taunt, use Blast of Anger, etc and bard will still twist and do all the AA clicks for burn.
That looks right. Unless these help:
Role=tank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
LOSBeforeCombat=1
 
Your tank might have a really hard time getting the mob down to 95% perhaps 99 on him and everyone else?
Didn't have any issues with tank engaging when mobs enter camp radius at 100% hp though. I'm guessing that may apply when hes in assist and not tank mode?

Can def change that and see if that made a diff
 
The LOSBeforeCombat was set to 0, will try to switch to 1 and reload after work to see if that helped
I believe the tank isn't going to call for assist until 95%? The other toons, I don't think will engage until the tank calls assist, at 95% mob health.
Depending on level 99% is the max for assist for me. 95% is to low. Never, 100%

Setting a ini to
Role=Tank
Will cause the tank to engage any hostile mob in melee range. This is not the same as a call for assist by the tank,
I believe that other toons won't assist until the tank gets the mob to the predetermined assist %. If this assistat= setting is only for each individual toon then cool it doesn't matter what the tank is set to, it's dependent on each ini setting. So 99 at most.

It's possible that the tank has to now call assist or the other toons aren't going to assist. If i were having this issue, I'd screw around with stupid settings on the assistat= setting.

I'd try 100 and if that didn't work 101 heh. even try 1.
 
Last edited:
I believe the tank isn't going to call for assist until 95%? The other toons, I don't think will engage until the tank calls assist, at 95% mob health.
Depending on level 99% is the max for assist for me. 95% is to low. Never, 100%

Setting a ini to
Role=Tank
Will cause the tank to engage any hostile mob in melee range. This is not the same as a call for assist by the tank,
I believe that other toons won't assist until the tank gets the mob to the predetermined assist %. If this assistat= setting is only for each individual toon then cool it doesn't matter what the tank is set to, it's dependent on each ini setting. So 99 at most.

It's possible that the tank has to now call assist or the other toons aren't going to assist. If i were having this issue, I'd screw around with stupid settings on the assistat= setting.

I'd try 100 and if that didn't work 101 heh. even try 1.

The only thing is we are seeing toon fire off the dps abilities section of the macro. Somethign else is defintiely going on. I'll test the /camp section sometime today (might make missions interesting though) but there's definitely some weird things going on if it will fire DPS skills but not melee.
 
The only thing is we are seeing toon fire off the dps abilities section of the macro. Somethign else is defintiely going on. I'll test the /camp section sometime today (might make missions interesting though) but there's definitely some weird things going on if it will fire DPS skills but not melee.
Yes. Please.
 
I believe the tank isn't going to call for assist until 95%? The other toons, I don't think will engage until the tank calls assist, at 95% mob health.
Depending on level 99% is the max for assist for me. 95% is to low. Never, 100%

Setting a ini to
Role=Tank
Will cause the tank to engage any hostile mob in melee range. This is not the same as a call for assist by the tank,
I believe that other toons won't assist until the tank gets the mob to the predetermined assist %. If this assistat= setting is only for each individual toon then cool it doesn't matter what the tank is set to, it's dependent on each ini setting. So 99 at most.

It's possible that the tank has to now call assist or the other toons aren't going to assist. If i were having this issue, I'd screw around with stupid settings on the assistat= setting.

I'd try 100 and if that didn't work 101 heh. even try 1.
My war is set role=Tank, and with /camphere off, he will engage when mob enters the camp radius. He'll taunt, use his aggro abilities, and MQ2Melee also helps with his tanking discs.

The only thing thats weird is the autoattack. Even after I got the mob down below 95% via Ranger autofire and some nukes, they still wont engage the mob without setting a camp.
 
Ensure role=tank on War
LOSBeforeCombat=1
Assistat=99

Bots still wont melee without /camphere

Did a quick test after mob dropped to 90% hp via wiz nukes and ranger archery, war and bard still would not melee the mob. I hit /bcaa //camphere to set camp and they started attacking.
 
latest update hasn't fixed turning on auto attack =(, anyone have a bandaid solution yet for those of us who run missions, mq2grind, etc?

I’d second this. What I can’t figure out is if it’s only a few of us being hit by this. I’m surprised not many have raised it here.
 
Try turning dannet on?
[General]
KissAssistVer=12.002
Role=tank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedStop=100
MedCombat=0
LootOn=0
RezAcceptOn=1|10
AcceptInvitesOn=1
GroupWatchOn=1
GroupWatchCheck=FALSE
CorpseRecoveryOn=1
EQBCOn=1
DanNetOn=1
DanNetDelay=20
 
Try turning dannet on?
[General]
KissAssistVer=12.002
Role=tank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedStop=100
MedCombat=0
LootOn=0
RezAcceptOn=1|10
AcceptInvitesOn=1
GroupWatchOn=1
GroupWatchCheck=FALSE
CorpseRecoveryOn=1
EQBCOn=1
DanNetOn=1
DanNetDelay=20

So I had turned that on for the spell fix and you were right it fixed the melee issue also. Thank you.
 
Actually false alarm. Oddly enough it looks like it worked in the TOL mission but now in great divide not working except for one mob when starting kiss. Chaseon 1 did fix it though.
 
For me things work until I set my group to auto follow me, that breaks it. If I /end on all and run my /mac stuff again, it seems to work, at least for a while, have not tested this for more than 10 minutes. I had been using dannet before this and had no issues etc..

Once it "breaks", the only thing that seems to not work is my melee turning attack on, they use spells/abilities, auto face the mob etc etc, just wont attack. If I send /q to them with dannet they stick to the mob and attack and everything seems fine.
 
For me things work until I set my group to auto follow me, that breaks it. If I /end on all and run my /mac stuff again, it seems to work, at least for a while, have not tested this for more than 10 minutes. I had been using dannet before this and had no issues etc..

Once it "breaks", the only thing that seems to not work is my melee turning attack on, they use spells/abilities, auto face the mob etc etc, just wont attack. If I send /q to them with dannet they stick to the mob and attack and everything seems fine.

Seeing similiar. IF they end up on top of the mob seems to work. What does seem to be a permenent fix though is chaseon or /camphere. I’ve just been turning it on.
 
Seeing similiar. IF they end up on top of the mob seems to work. What does seem to be a permenent fix though is chaseon or /camphere. I’ve just been turning it on.
I noticed this morning that once /camphere sets a camp, I can turn it off and the bots will melee when the mob enters the camp radius.

Maybe this means melee wont engage because no camp is set, therefore the campradius doesnt apply and makes it technically "outside the camp radius"?
 
Last edited:
It is some time since I had debug with KA, and discussion with CTaylor about it.

If I've got it right from my old notes with KA macro running:-

Start debugs
/debug all on log

Stop debugs
/debug off



I recommend you get setup for a short fight somewhere.
Start KA, on the toons and have the debugs turned on.
Pull a mob, and hopefully the assisting toons, perhaps the tanks logs will capture information why the auto attack isn't started.
If you see no melee attacks after the fight has finished, stop the debugs.
You can then look in your MQ install, for the log files to review yourself, and send over to CTaylor.
 
It is some time since I had debug with KA, and discussion with CTaylor about it.

If I've got it right from my old notes with KA macro running:-

Start debugs
/debug all on log

Stop debugs
/debug off



I recommend you get setup for a short fight somewhere.
Start KA, on the toons and have the debugs turned on.
Pull a mob, and hopefully the assisting toons, perhaps the tanks logs will capture information why the auto attack isn't started.
If you see no melee attacks after the fight has finished, stop the debugs.
You can then look in your MQ install, for the log files to review yourself, and send over to CTaylor.
Did two fights this morning and sending the log to CTaylor.

First fight: started KA and did not move from the starting point, melee engaged when mob entered camp radius.
Second fight: Moved from starting point, mob path by and aggroed, melee did not engage, waited about 10 secs (mob mezzed) then hit /bcaa //camphere, melee engaged.
 
I did make some changes, a few revisions back, to try and help with this issue. There was an issue when you start kiss in one location(With ReturnToCamp=1) and then move the group(/chaseon) to another location and never set your camplocation to your current location and try to engage mobs. So I made a change that when ReturnToCamp is turned off, Your MA's X,Y,Z location is used as your Camp(X,Y,Z) location, for checking if the mob is close enough(MeleeDistance) to Camp, before engaging.
 
I did make some changes, a few revisions back, to try and help with this issue. There was an issue when you start kiss in one location(With ReturnToCamp=1) and then move the group(/chaseon) to another location and never set your camplocation to your current location and try to engage mobs. So I made a change that when ReturnToCamp is turned off, Your MA's X,Y,Z location is used as your Camp(X,Y,Z) location, for checking if the mob is close enough(MeleeDistance) to Camp, before engaging.

So I’ve adjusted by game play to just have /chase on or camp on - so no idea if you made changes to adjust it in the last update On test. But it might explain why melee stopped working for me and probably others. I rarely setup an MA since I play the tank/puller/ma 100% manually. If /chase is on does it not apply that logic?
 
If chase is on then There is logically NO camp location, but the melee characters still need to have a reference point to check for Mob distance.

To enter combat the Mob/Target has to be within Melee distance of your character, or the MA. There is a little more to it than that, but basically that will get you past one of the checks for engaging the mob. Once in the combat routine the next major step is to get you in melee range of the mob, and that is handled in the CheckStick routine. This is where things can get a little tricky, because everything is related to your characters CampLocation, and if you are in chase mode a fixed camp location is of no use. So when using Chase the MA's Location becomes the reference point, so the mob has to be in MeleeDistance of the MA.

Make sure the tank you are playing is set to MA in the group window. All characters running KISS have to have an MA. Normally it is the character targeted when starting the macro.
 
Problem - KA toons not melee without /camphere

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