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Question - LDoN Macros

Post transaction ID please.. like all others did.. this way i can verify it was you.....

ID: 9MS34433PN689862X

Sorry about that. Had put my Redguides name in the donation message, Assuming you got it as you sent me the PM with Macro info, but here is the Transaction ID anyways :)
 
TreeHuginDruid,


Looks like a great start, just wanted o post this issue, you probably know about it already.


Tried running the macro at the EverFrost camp

1. Everyone moves to the camp loc.
2. Gets mission
3. Everyone runs to door
4. Everyone except leader zones
5. Leader then bails, and tries to run back to wayfarer camp, never zoning.

This looks intentional from the code, (LDoNNavExceptions is being called)


I was expecting the leader to zone, and then the macro to end.

I will try some of the cross zone ones later tonight. Just to test the zoning code.
 
TreeHuginDruid,


Looks like a great start, just wanted o post this issue, you probably know about it already.


Tried running the macro at the EverFrost camp

1. Everyone moves to the camp loc.
2. Gets mission
3. Everyone runs to door
4. Everyone except leader zones
5. Leader then bails, and tries to run back to wayfarer camp, never zoning.

This looks intentional from the code, (LDoNNavExceptions is being called)


I was expecting the leader to zone, and then the macro to end.

I will try some of the cross zone ones later tonight. Just to test the zoning code.

Looking into it... leader should zone as well.... might have REMMED out something during testing.
 
Looking into it... leader should zone as well.... might have REMMED out something during testing.

THD, this is basically what i was telling you about. leader will head back but then turn around and go back to the ent of zone and then will bug out and crash
 
Issue with the new version:


1. Couple of spots the "(${FirstMissionGet}==1)" is missing a /if statement.

2. When cycling in for a 2nd run (after manually failing), group waits correctly, we get the next mission, we run to LDON entrance, they run to LDoN entrance, they zone in, and code blows up (havent' traced it to code yet).
 
/if (${FirstMissionGet}==1) {
/varcalc RndWayfarerCampLocX ${WayfarerCampLocX} + ${Math.Rand[7]} + ${Math.Rand[7]}
/varcalc RndWayfarerCampLocY ${WayfarerCampLocY} + ${Math.Rand[7]} + ${Math.Rand[7]}
(${FirstMissionGet}==1) /call LDoNBCAARelay "//nav loc ${RndWayfarerCampLocY} ${RndWayfarerCampLocX} ${WayfarerCampLocZ}"
}

Not sure why you want to check ${FirstMissionGet}==1 when it has to be true, as you just checked it and nothing you do changes the value!

I tried the macro a couple times. The first parts worked, but they never managed to zone. I only did the everfrost missions. The ini setup is nice and easy, nothing complicated, which is a plus. Your code is nice and clean, so when it gets to debugging it should be much easier than with a certain other 10000 line macro.

I did finish two missions on the new Lockjaw LDON. Now where do I spend my 6 points? I am looking forward to when this is working well.
 
/if (${FirstMissionGet}==1) {
/varcalc RndWayfarerCampLocX ${WayfarerCampLocX} + ${Math.Rand[7]} + ${Math.Rand[7]}
/varcalc RndWayfarerCampLocY ${WayfarerCampLocY} + ${Math.Rand[7]} + ${Math.Rand[7]}
(${FirstMissionGet}==1) /call LDoNBCAARelay "//nav loc ${RndWayfarerCampLocY} ${RndWayfarerCampLocX} ${WayfarerCampLocZ}"
}

Not sure why you want to check ${FirstMissionGet}==1 when it has to be true, as you just checked it and nothing you do changes the value!

I tried the macro a couple times. The first parts worked, but they never managed to zone. I only did the everfrost missions. The ini setup is nice and easy, nothing complicated, which is a plus. Your code is nice and clean, so when it gets to debugging it should be much easier than with a certain other 10000 line macro.

I did finish two missions on the new Lockjaw LDON. Now where do I spend my 6 points? I am looking forward to when this is working well.

The value of FirstMissionGet DOES get changed.. in GetExpedition function....


Rich (BB code):
  /echo Accepting adventure now.
  /delay 10
  /notify AdventureRequestWnd AdvRqst_AcceptButton LeftMouseUp
  /delay 10
  /varset HaveLDonAdv 1
  /if (${HaveLDonAdv}) /varset FirstMissionGet 0
once you have successfully accepted your first mission.... it is changed to 0 ... that is the sole variable that determines if the other group members run back to the wayfarer camp... or do certain actions....

needed a value to check to determine when the leader alone should run back across zones.... get mission.... etc... perhaps you were not fully understanding the usage i set for it.
 
NOTE:

Since this is a SIDE project... and the main focus of my duties is to moderate the forums, provide certain low level admin tasks, and primarily develop and provide full support for KissAssist.... ( as second in command for KissAssist.. Ctaylor22 is project leader)... I will have to step back on the LDoN project until Chris is back up and running at full speed.

He and his family are safe.. and his home is not damaged.. from Irma.... but that Floridian boy is without power and may remain so for a few more days at least.

So I have to shift my focus....

Please provide DETAILED feedback and DETAILED error descriptions for LDON.. and post them here... don't PM me please.

I will address them and get the project finished as soon as Chris is back among the community at full speed.

THD
 
Issue with the new version:


1. Couple of spots the "(${FirstMissionGet}==1)" is missing a /if statement.

2. When cycling in for a 2nd run (after manually failing), group waits correctly, we get the next mission, we run to LDON entrance, they run to LDoN entrance, they zone in, and code blows up (havent' traced it to code yet).

1) -- Found the missing /if locations for /if (${FirstMissionGet}==1).. corrected in my code.

2) Will investigate and address when Chris is back...

But please tell me what Theme ( Mistmore / Mirugal / rujak / takhiz / Deepest Guk ) you were doing when it blew up.... and what zone/mission entrance door you were supposed to enter.

Details like that... allow me to actually address it.. and not guess it... lol
 
Does the preview you sent to donors actually do anything inside the mission? (Been out of town and haven't been able to test yet).

If not, and since you are a KA expert is there a way to record a path and have KA in hunter mode follow that path and fight along the way (say for a kill 55 mobs LDoN) where you could record the path the first time and then any subsequent ones in the same theme just start KA and zone in and kill along the path?

I can also move this question to the KA forums if it's more appropriate there


Sent from my iPhone using Tapatalk
 
Does the preview you sent to donors actually do anything inside the mission? (Been out of town and haven't been able to test yet).

If not, and since you are a KA expert is there a way to record a path and have KA in hunter mode follow that path and fight along the way (say for a kill 55 mobs LDoN) where you could record the path the first time and then any subsequent ones in the same theme just start KA and zone in and kill along the path?

I can also move this question to the KA forums if it's more appropriate there


Sent from my iPhone using Tapatalk


I think you are missing the BIG picture....

This macro (when finished) is going to be converted into an INCLUDE ( .INC ) file.... you will include it into KissAssist.mac ...

The include file will do what it is meant to do.... get missions... run group to missions..... rinse/repeat/reget missions ... but once you are INSIDE the mission dungeon.... KISSASSIST itself is going to take over and run you in hunter mode from mob to mob to mob.... killing them..... until you get the text that signifies you won or lost you mission..... then the include file portion kicks in again... and runs you all to dungeon exit... exits you all out... and runs the LEADER back to get a new mission.... rinse.. repeat....

This was never designed to be a standalone product macro... it was simply designed to perform the functions needed to get you a mission.. get in zone.. and then let kissassist take over for the full killing.

But i certainly could not give you a preview of what is meant to happen if i handed you over an include file as is... once the macro version is complete and tested to not bug out... that's when i convert it to a full include file.... and provide instructions on how to get it working in kissassist.mac

I hope this clarifies things.

And remember ... if your weeping willow in the barkyard has a knot hole in it.... you might just spot a TreeHuginDruid humping it.... MUUAAAHHH !!!!
 
Last edited:
I think you are missing the BIG picture....

This macro (when finished) is going to be converted into an INCLUDE ( .INC ) file.... you will include it into KissAssist.mac ...

The include file will do what it is meant to do.... get missions... run group to missions..... rinse/repeat/reget missions ... but once you are INSIDE the mission dungeon.... KISSASSIST itself is going to take over and run you un hunter mode from mob to mob to mob.... killing them..... until you get the text that signifies you won or lost you rmission..... then the include file portion kicks in again... and runs you all to dungeon exit... exits you all out... and runs the LEADER back to get a new mission.... rinse.. repeat....

This was never designed to be a standalone product macro... it was simply designed to perform the functions needed to get you a mission.. get in zone.. and then let kissassist take over for the full killing.

But i certainly could not give you a preview of what is meant to happen if i handed you over an include file as is... once the macro version is complete and tested to not bug out...n that's when i convert it to a full include file.... and provide instructions on how to get it working in kissassist.mac

I hope this clarifies things.

And remember ... if your weeping willow in the barkyard has a knot hole in it.... you might just spot a TreeHuginDruid humping it.... MUUAAAHHH !!!!

Oh I know the macro will be amazing and everything will be included and I didn't mean to imply I wanted another sneak peek. I'm very grateful for everything you've done so far and continue to do.

My question really was is there a way to record a path using mq2advpath, name it and start KA and have it run it. Not using your code at all.

And my question works for LDON but I'm curious for outside of LDONs too. Sometimes I want to get deep in a dungeon I could have a recorded path and just kill my way there instead of having a mage somewhere to coh. Like getting from chardok zone in to royals area (assuming no one is in zone)

Sent from my iPhone using Tapatalk
 
Oh I know the macro will be amazing and everything will be included and I didn't mean to imply I wanted another sneak peek. I'm very grateful for everything you've done so far and continue to do.

My question really was is there a way to record a path using mq2advpath, name it and start KA and have it run it. Not using your code at all.

And my question works for LDON but I'm curious for outside of LDONs too. Sometimes I want to get deep in a dungeon I could have a recorded path and just kill my way there instead of having a mage somewhere to coh. Like getting from chardok zone in to royals area (assuming no one is in zone)

Sent from my iPhone using Tapatalk

Can it be done... YES....

Would it be a pain in the arse.... hell YES.

You'd need to make a path for every dungeon.... every theme has 10 dungeons.. except guk theme with 8.... have fun with that.. lol
 
THD - yeah, I need to include those things.... lol, I will get better at reporting.

As far as KA inside LDoN's, I haven't tried that. Honestly, just getting a macro that gets my guys INSIDE and ready is a huge win.
 
Sent a smaller sized donation to help motivate you to come back to the project once things get back to normal!

52072979PT0132949

I'll toss ya another donation once it's finished - I sadly can't help test it yet though since LDoN isn't out on Lockjaw and I'm not about to run the macro on live servers =P

So, no need to send me the version you've been sending donators. I'll happily await the finished product!
 
Ok you win! I surrender to the trees! Wait, what are you doing to my tree....
 
Can it be done... YES....

Would it be a pain in the arse.... hell YES.

You'd need to make a path for every dungeon.... every theme has 10 dungeons.. except guk theme with 8.... have fun with that.. lol

The other problem is there is a path limit in mq2advpath you can only have so many paths show in /play show.
 
If I go ahead and zone into LDONs myself, Can I run Kissassist and have it run through the dungeon for me?

If so how? I can't seem to get people to open doors.

Just not having to manually do the dungeon myself would be good for now.
 
Actually it turns out im retarded and LDoN is out on Lockjaw!!! My math must have been off

I'll take a copy of the test version then - It'll be a few days before I start running LDoNs but I'll probably put a ton of time into them and could provide some feedback on how the macro works
 
Actually it turns out im retarded and LDoN is out on Lockjaw!!! My math must have been off

I'll take a copy of the test version then - It'll be a few days before I start running LDoNs but I'll probably put a ton of time into them and could provide some feedback on how the macro works

I think Daybreak screwed up and brought it out a few days early. Regardless, it is there now, shiny and sorta new.
 
If I go ahead and zone into LDONs myself, Can I run Kissassist and have it run through the dungeon for me?

If so how? I can't seem to get people to open doors.

Just not having to manually do the dungeon myself would be good for now.

Standard KissAssit won't allow you to use mQ2Nav in hunter mode... its coded to disable it in that Kiss role. The instructions I post for including / using the include file for ldon... will contain instructions on how to "disable the disable" of using Mq2nav while in hunter mode.

That's why good navmeshes are so critical to this project... the old mq2navigation plugin with the older format meshes caused issues when using hunter mode.

So yes.. technically you can use kiss after you manually get mission / rrun group / get in mission dungeon zone.. but you'd have to bastardize the kiss code in 2 specific places.... which i will address in the instructions when the project is complete.
 
The other problem is there is a path limit in mq2advpath you can only have so many paths show in /play show.

Once a path is recorded is it automatic with Kiss pulling along the path. I tried in an open zone last night and path was recorded and hunter just targeted the closest mob and ran that way, not along path (MQ2Nav was unloaded). Also, I know MQ2Nav doesn't work in Hunter mode, but advpath does. Just curious how to start along that path.
 
I have gotten kiss to work inside ldon with pullertank. I had to put everyone on /afol instead of chase or I lose them at the first door and tank dies. I would say collection is the best adventure for this so you don't have to find a specific mob. I don't think I could complete a boss mission this way. For one the healer has a hard time getting heals off sometimes due to moving with the tank.
 
I have gotten kiss to work inside ldon with pullertank. I had to put everyone on /afol instead of chase or I lose them at the first door and tank dies. I would say collection is the best adventure for this so you don't have to find a specific mob. I don't think I could complete a boss mission this way. For one the healer has a hard time getting heals off sometimes due to moving with the tank.

So you turned off returntocamp in all toons kiss ini, then turned pullertank on and had the whole crew follow your tank around? How do they follow the tank again if melee engage the mob at every pull?

- - - Updated - - -

NOTE:

Since this is a SIDE project... and the main focus of my duties is to moderate the forums, provide certain low level admin tasks, and primarily develop and provide full support for KissAssist.... ( as second in command for KissAssist.. Ctaylor22 is project leader)... I will have to step back on the LDoN project until Chris is back up and running at full speed.

THD

Thanks for the update btw, and thanks for your work on the side project so far!
 
Yes, returntocamp is turned off on all toons. I set them to /afol and they assist whenever tank engages. It's not perfect on auto follow, but it is far better than chase.
 
Yes, returntocamp is turned off on all toons. I set them to /afol and they assist whenever tank engages. It's not perfect on auto follow, but it is far better than chase.

If you have a tank and all casters it works okay. Melee work okay as well if you just change your stick mode to "hold" instead of snap roll etc and adjust tanks stick distance to be real close to mob.

Another thought is to have a downshit that /nav target to tank ( or mob engaged ) if they are a certain distance away. If one of your chars get stuck on a corner. Haven't tried it yet but had that idea in traffic on the way to work.


Sent from my iPhone using Tapatalk
 
Yeah a few little notes on pullertank. It seems to bug out if you med, buff, or engage a grey mob. You can't really leave it afk because it will stop pulling and you will fail. Have to monitor it and start and stop the mac to get it to run again.

After running it a few times I think its better for the time being to just set a camp and chainpull to there. You might have to move once or twice, but it is far less hassle. I am afraid the same will be true with "hunter" mode. At least in the everfrost missions. It might be better in Ruj or Tak, but haven't tried it there yet.
 
Last edited:
Yeah a few little notes on pullertank. It seems to bug out if you med, buff, or engage a grey mob. You can't really leave it afk because it will stop pulling and you will fail. Have to monitor it and start and stop the mac to get it to run again.

After running it a few times I think its better for the time being to just set a camp and chainpull to there. You might have to move once or twice, but it is far less hassle. I am afraid the same will be true with "hunter" mode. At least in the everfrost missions. It might be better in Ruj or Tak, but haven't tried it there yet.

I tried to chain pull to a camp in them to. How do you get a toon to open doors.
 
I tried to chain pull to a camp in them to. How do you get a toon to open doors.

ALready was working on that solution when I had to put focus back on Kiss...

Rich (BB code):
|---------------------------------------------------------------------------------
| SUB: OpenLDonDoors
|---------------------------------------------------------------------------------
  Sub OpenLDonDoors
  
  /declare NearestDoorTarget string local
  /declare DoorDistance int local

  /varset NearestDoorTarget /doortarget
  /varset DoorDistance ${Math.Distance[${NearestDoorTarget.Y},${NearestDoorTarget.X}:${Me.Y},${Me.X}]}
  /echo DoorDistance=(${DoorDistance})

   /if (${DoorDistance}!=NULL && ${DoorDistance}<25) {
       /door face
       /nav door ${NearestDoorTarget} click
    }

  /return
|---------------------------------------------------------------------------------

It would be called as part of the DoWeMove function from KissAssist.

Basicly.. everytime DoWeMove gets called.. it checks if there is a local closed door near us... if so.. ( not null ).. it faces it and clicks it... then we move to the next hunting target.

It doesn't matter if the door is not in-between us and the mob and we click it open... ( as being the closest door ) ... when all we care about is having the closest door open when we do move the where the target is anyway.... can only help... just in case a group member was caught behind the door for some reason before we move to mob.

Open door targets don't return back their coordinates.... hence.. the only valid data i would return for a local closed door.. is exactly what i need to determine its distance from me.

Chilax .... I have solutions in place for these things.. lol.. just can't spare the time to debug every function i haven't posted yet.


There will be a few bastardizations to the kissassist code to get this incorporated and flowing proper.... but i will give instructions on how to do it... as well as providing the initial release of the LDON.inc with an altered mod of KissAssist that takes advantage of it and works....

The instructions on how to bastardize the kiss code is simply going to be a manual on how YOU need to alter future versions of Kiss to use the include.... (Only if you want to use any new featured from newer kiss versions) .. else.... just use the bastard kiss i provide you and don't worry .
 
ALready was working on that solution when I had to put focus back on Kiss...

Rich (BB code):
|---------------------------------------------------------------------------------
| SUB: OpenLDonDoors
|---------------------------------------------------------------------------------
  Sub OpenLDonDoors
  
  /declare NearestDoorTarget string local
  /declare DoorDistance int local

  /varset NearestDoorTarget /doortarget
  /varset DoorDistance ${Math.Distance[${NearestDoorTarget.Y},${NearestDoorTarget.X}:${Me.Y},${Me.X}]}
  /echo DoorDistance=(${DoorDistance})

   /if (${DoorDistance}!=NULL && ${DoorDistance}<25) {
       /door face
       /nav door ${NearestDoorTarget} click
    }

  /return
|---------------------------------------------------------------------------------

It would be called as part of the DoWeMove function from KissAssist.

Basicly.. everytime DoWeMove gets called.. it checks if there is a local closed door near us... if so.. ( not null ).. it faces it and clicks it... then we move to the next hunting target.

It doesn't matter if the door is not in-between us and the mob and we click it open... ( as being the closest door ) ... when all we care about is having the closest door open when we do move the where the target is anyway.... can only help... just in case a group member was caught behind the door for some reason before we move to mob.

Open door targets don't return back their coordinates.... hence.. the only valid data i would return for a local closed door.. is exactly what i need to determine its distance from me.

Chilax .... I have solutions in place for these things.. lol.. just can't spare the time to debug every function i haven't posted yet.


There will be a few bastardizations to the kissassist code to get this incorporated and flowing proper.... but i will give instructions on how to do it... as well as providing the initial release of the LDON.inc with an altered mod of KissAssist that takes advantage of it and works....

The instructions on how to bastardize the kiss code is simply going to be a manual on how YOU need to alter future versions of Kiss to use the include.... (Only if you want to use any new featured from newer kiss versions) .. else.... just use the bastard kiss i provide you and don't worry .

All good my main. Very excited for this. Manually running these LDONS has become mind numbingly Dull.
Take your time, it'll be worth the wait :)
 
The Hushed Banquet - Everfrost LDoN (no idea what acronym it is)

The nav only works if mobs are on the same Z radius as you - if they're on stairs or you're on stairs forget about it the nav doesn't work at all. Never had this behaviour in any other meshed zone before so I haven't the foggiest what could be causing it. I tried the mesh we plan to use for this macro too and same issue, unless someone who meshes better than me has figured it out it seems that zone is a bust.

Edit: It won't pull on the mesh but I can nav to a char across Z axis' kinda interesting so it must be a user error to some degree



- Was totally user error. I was editing the INI of the same named tank but on a different server because I'm stoned and just woke up.
 
Ok, knowing the problem isn't on my side now... Well it is but it's more an MQ2nav issue. Using the nav meshes I got from here too for the project.

LDoN - Everfrost - The Maw of the Menagerie .. MQ2Nav doesn't recognize the walls and it will run into the wall trying to reach a mob in the other room instead of opting to use the traditional hallway that was created.

I've seen this nav issue in other zones and it's a rather common issue in MQ2nav ive never figured out how to fix.
 
Yeah a few little notes on pullertank. It seems to bug out if you med, buff, or engage a grey mob. You can't really leave it afk because it will stop pulling and you will fail. Have to monitor it and start and stop the mac to get it to run again.

After running it a few times I think its better for the time being to just set a camp and chainpull to there. You might have to move once or twice, but it is far less hassle. I am afraid the same will be true with "hunter" mode. At least in the everfrost missions. It might be better in Ruj or Tak, but haven't tried it there yet.

Change your pull levels in your ini to 53|64 (at least for easy, and everfrost ones). The spiders/skellies are level 10, and the stupid corpses on the ground are usually level 52, this has helped me avoid pulling some of those.
 
i havent donated yet but i have been making nav meshes and actually naving to different spots and fixing each mesh for places that a full size ogre get stuck and removing areas that have odd stuff in them. Im starting in everfrost and making my rounds including raids too.

- - - Updated - - -

i run paths for about an hour going all over in each zone fyi, so more then just zoning in to get doors and meshing it.
 
You have to put it in the mq2melee ini section under each char (besides your MT) and make sure your tank is set as MA in the EQ group window.

downflag11=1
downshit11=/if (${Spawn[=${MainAssist}].Distance}>20) /multiline ; /target "INSERT TANK NAME" ; /nav target


Thanks to levox for suggesting a better way of using pullertank in ldon. I am running it in EF right now and IT is working well.
 


Thanks to levox for suggesting a better way of using pullertank in ldon. I am running it in EF right now and IT is working well.

Another positive is that the timing in mq2melee and when the downshit kicks in is different on each char so you don't get everyone following at the same distance bunched around a tight corner or those stupid flower vases in EF. For the most part my guys are all pretty well spaced. I tried to adjust follow distance in chase and afol but couldn't get it to work.


Sent from my iPhone using Tapatalk
 
Tried it in tak and it worked well going through the doors. I crawled all the way to the end where the boss spawns and where the is water, which i fell into and died. However, got back in time to complete the mission.
 
Yes, returntocamp is turned off on all toons. I set them to /afol and they assist whenever tank engages. It's not perfect on auto follow, but it is far better than chase.

Even with returntocamp off the puller still returns to his 'camp' though? I'm not getting this to work for me. The /afol is great, the downshit for navigating to the tank is great, but the pullertank still returns to where I start his macro. What am I missing?
 
Question - LDoN Macros

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