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Problem - Kiss Assist w/ MQ2Nav targeting wanderers

Joined
Dec 31, 2005
RedCents
1,008¢
So recently figuring out how to get MQ2Nav working on my rig, I turned it on with my puller (bard) using KISS. After pulling lots without issue, I kept having my puller run off extremely out of my pull radius set to 450. He would be running past a lot of other mobs and then would get caught on a tree running back. Didn't pay it any attention the first two time figuring glitched with my stuff. Third time it happened, I was paying more attention. What happened was he would target a mob that I guess is a wanderer. As he would get closer to the mob it would jump to another location. I'm assuming it's respawn point since this one appeared to be in teh same location each time my puller would run off. That respawn location was well outside my 450 pull range (almost 700) and the puller would readjust his path to chase it down. Not sure if it's somehow missing the checks for distance when it does this but wanted to share as an FYI and possible peek into source of the issue.
 
We found that issue, while testing the new MQ2Nav, in some hard to pull zones. We had a slightly different issue where the mob was in range, but the path to get to the mob takes the puller outside of max radius. When that happens returntocamp gets reset to zero and the puller never returns to camp.
 
In watching the behavior of a puller using MQ2Nav, it appears they are constantly checking and adjusting their path as they move, is that correct? Would a possible check of the tracking mobs position from one check to the next being over a certain distance be doable? Then if the mob was to exceed a certain distance from last known, it would drop the target and reset back to camp same as an out of range target?
 
In watching the behavior of a puller using MQ2Nav, it appears they are constantly checking and adjusting their path as they move, is that correct? Would a possible check of the tracking mobs position from one check to the next being over a certain distance be doable? Then if the mob was to exceed a certain distance from last known, it would drop the target and reset back to camp same as an out of range target?

That sounds like it should be possible. MQ2Nav is not a blocking call, so all you would have to do is do a distance check during your loop to wait for movement and then break the navigation if its > the radius or something.
 
I ran into this problem in Loping Plains over on the west side of the zone. KA would target a mob and then the mob would warp halfway across the zone. Needless to say puller takes off after it. Final resilt? Puller dead halfway across the zone, lol.
 
In watching the behavior of a puller using MQ2Nav, it appears they are constantly checking and adjusting their path as they move, is that correct? Would a possible check of the tracking mobs position from one check to the next being over a certain distance be doable? Then if the mob was to exceed a certain distance from last known, it would drop the target and reset back to camp same as an out of range target?

Just because you have MQ2Nav loaded, does not mean that Navigations will be used. Navigation is used when the mob you want to pull is NOT LOS. Then Navigation is used until the mob is LOS. Once the mob is LOS /moveto is used, and that is where you see all the adjustments being made as the mob is moving. The opposite is true as well. If a mob is in LOS when starting the pull /moveto is used, but if at anytime the mob goes out of LOS, then Navigation kicks in. You see this happen a lot in Hilly zones.

The pull routine does check the mobs distance from camp as you are running out to pull it. If the mob exceeds the maxpullrange then the mob is added to the ignore list and the puller drops the target and returns to camp. If your pull radius is huge like 2000 units, then you can have a situation where you start the pull because the mob is in range, but as you get closer to the mob it warps way out of range, now what is supposed to happen is the puller should add the mob to the ignore list and then run back to camp, but What I have seen happen is the puller gets out past the maxpullradius before the spawn warps and when the puller goes to return to camp. The DoWeMove routine checks and sees that you are out past the leash distance and sets ReturnToCamp to zero and the puller never return to camp, but just waits for the first mob to come along and beat him/her to death.

I hate to mention this, but I have too. This is fixed in KA 9.0.

Randy, I loved your Aprils Fool's joke, that was classic.
 
Problem - Kiss Assist w/ MQ2Nav targeting wanderers

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