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Problem - MQ2Nav Puller does not path properly when returning to camp

Olyander

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Oct 20, 2018
RedCents
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Last week, it was working just fine using /mac kiss11 Puller in Infected Paw. Nothing I have done has changed.

Reloaded paw using /nav reload, it was successful.

My toon will generate a path to the NPC, pull the NPC, then on his way back to the camp, will no longer open doors, will no longer follow the path he took to get there, but will rather try to make a direct path back to the MA, which unfortunately results in his running into a wall and jumping continually for some reason.

Any idea if a recent update changed how mq2nav functions?
 
I am experiencing a similar issue. I remade my mesh and added nowalk areas, the puller just seems like they are ignoring boundaries.
 
Thanks, forgot to mention I had remade the mesh after experiencing this issue, to see if that was what may be doing it. Problem persisted.
 
May try adjusting the tile size.

I am finding in zones where pathing is wonky, a higher amount of tiles ( smaller tile size) giving it more detial, helps. At least in the two zone files I am working on currently
 
Also when you make your "no walk" zone, making it freakin tall. I find when its 6-10 feet, the plugin sometimes goes through it... 40-60foot it finally goes around --shrugs--

Got this from a breedings ground map edit... kept getting to close to the eggs until I made the no-walk zone freakin huge.

Yes, say that with the Austin Powers voice...
 
Definitely tried it with the smallest tiles, and any no walk areas blocked off by the highest wall possible as well.

Unfortunately same effect, as it is the pathing the puller chooses to take after tagging a mob and trying to return to camp (tries to make a direct path back to camp, as if no obstacles existed). A literal straight line. Shortest distance between two points. Walks into the nearest wall, jumping endlessly as he tries to make his way back.
 
UI shows path once target NPC is selected for pulling, my character then proceeds to make his way to the NPC for pulling and does so without any issues.

Once the NPC has been pulled, the nav path stops being displayed. Puller will make a direct route back to camp, no longer recognizing any obstacle that it was previously acknowledging, prior to pulling the NPC.

He will get stuck, wont open doors, if it means running into a wall continually, he will do that, while getting beat on by NPCs. Never making his way back to camp, because the path he now takes is for some reason not utilizing the mesh in the same way it was when he was making his way to the mob, to pull it.
 
I do not use KA, I have my own (very rudimentary) pulling routine when I do use it, which can use stick.

The reason I was asking about if you could have the UI show the pathing is, judging by your description, it may not be MQNav returning but instead using /stick. (if you are seeing no pathing... is MQwindow getting spammed about a path when he is returning?)

I am just guessing though. (hate to see anyone not get some sport of reply... doing what I can here boss =)

I am also guessing you are using KA,

If so, you may want to be sure you have the latest and greatest of which ever flavor you are using (regular or EQMule, they both have done up updates recently) and then ask in the KS forum if anyone else is having pulling issues.

Otherwise you may want to ask in the thread associated with your non KA macro that is pulling.
 
Yeah it sounds like either MQ2Nav can't find a path back or isn't being engaged for the return path. Does this happen for every camp you try and every zone? Or just a certain camp or camps?

If it is just one camp or zone, then it's probably an MQ2Nav mesh issue. MQ2Nav doesn't handle some one-way drops, invisible walls, and some dungeon wall "jumps" that it thinks it can make. So MQ2Nav can find a one-way path to the mob, but then can't figure out one back so it defaults to a straight line attempt. Or sometimes thinks it found a way that doesn't work, like a jump between two non-connecting parts of a dungeon.

By far the easiest fix for this is to change your camp loc to avoid to path issue.

If you can't move, like it's an epic quest mob or something, next would be to try playing with your pullradius and z-axis pull settings to avoid the problem area. You can also try KA11's directional pulling to only pull from certain angles instead of 360 degrees.

You can also try "/nav ui" and turn on the visible mesh. Sometimes you can spot the problem in the mesh itself. Then use the mesh editor to mark out the problem areas. This one never worked for me, but I've seen other people use it.

If it's every camp/zone, then maybe there is a bug in KA's puller return pathing logic. This seems the least likely as everyone would be reporting it, but double check you have the latest version of KA11 and if so, then post your puller's ini and the camps you're trying. Maybe we can duplicate the issue.
 
Kaen01 replied in discord chat and was able to solve the problem for me.

my camp radius was set too large, so once the puller came within the camp radius, it disabled navpathing back to camp as it normally does, because the puller believed it had returned to camp by entering the camp radius.
 
Problem - MQ2Nav Puller does not path properly when returning to camp

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