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Question - MQ2Nav pulling

Joined
Jan 20, 2013
RedCents
When you use mq2nav to pull it stops tries to pull moves closer tries to pull except why is it even stopping if you do not have Line of Sight to pull ? Anyway to change it so it wont stop and try and pull until ${Target.LineOfSight} is true ?

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never mind did it myself.
 
Did something come of this? Similar issue when puller is targeting, it's targeting behind walls and can't pull anything.. Navigation is loaded and heshed for the current zone. Not real sure how to set "Pull" spots.
 
Looks like to me you could do something like this and it should work.

Rich (BB code):
                    :DistanceCheck
                        /delay 5
                        /if (${PullTimer}==0) /goto :NavPullRelease
                        /if (${Navigation.MeshLoaded} && ${Target.Distance}>${PullRange} && ${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
                        /if (${Navigation.MeshLoaded} && ${Target.Distance}>${PullDist} && !${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
                        /if (${Target.Distance}>${PullDist} && !${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
 
I just added ${Target.LineOfSight} in the /nav stop line when it goes to pull.

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:NavPullRelease
/if (${Navigation.Active} && ${Target.LineOfSight}) /nav stop
 
Thanks guys, anything to make this great macro even better puts a smile on my face :)

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I've been running this for a few hours now. Character pulling is a lot smoother, however:

The puller will end up face pulling a lot more often with this change when it moves around rocks and what not. Maybe set set a minimum pull range based on spells range selected to pull, maybe half or quarter? Forcing mq2nav to stop if character too close.

- - - Updated - - -

I've been running this for a few hours now. Character pulling is a lot smoother, however:

The puller will end up face pulling a lot more often with this change when it moves around rocks and what not. Maybe set set a minimum pull range based on spells range selected to pull, maybe half or quarter? Forcing mq2nav to stop if character too close.
 
Question - MQ2Nav pulling

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