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Question - MQ2Nav

calaxa

Member
Joined
Jul 21, 2014
RedCents
1,797¢
Did something funny happen with mq2nav? Previous places I was able to pull using a mesh file will now result in my toon looking for close range mobs when they're clearly right in front of him.
 
Nothing has changed on our end. The plugin hasn't been edited in months.
 
When you /plugin list , it is loaded, right? I can't tell you how many times I thought it was loaded, but double checked and then smacked my head.
 
It's loaded for sure but it's not working well suddenly. It used to path correctly and now it sometimes decides to move and sometimes it just decides he's gonna stand there twiddling his thumbs. Some other member alerted me to this and I thought he had something messed up on his end but I went to his spot and it would not pull half the mobs. I checked some other locations that were good in the past and sure enough, not pulling like before.
 
Are you using the plugin in conjunction with a macro, or are you just using the nav commands? if you manually try to navigate does this yield the same response from the plugin?

no_one
 
i've always used it in conjuction with KA........i think 2 compiles ago it broke as that's when other members were complaining to me and i just thought it was user error. Today, I tried 3 pull spots that were always good before and that's when I saw, it's not working like before. I used to path up a hill to pull mobs, now he just stands there thinking about it. I tried all the spots I knew worked before and same results. Something changed in KA maybe?
 
When did you first start noticing the issue? Some people are saying 3 patches ago, some are saying the latest one
 
it's not the very latest one.......I suspected it at least 2 patches ago so maybe the 07-23 compile was last time it worked?
 
It was me. I first noticed it with the maintenance patch. I went back and reinstalled the 7/23 one and it fixed it. I was going to try and reinstall the 7/23 dll tonight when I get home. My puller targets mobs that are non los but then he just stands there without moving.
 
OK, I just loaded up KA 8.2.8 and seems the pulling is fine with mq2nav.

Using KA 8.3.0, this is when my puller decides he's now got a union gig and is entitled to breaks every few minutes.

OK tested for about an hour now......KA seems to have changed something in pull routine between 8.2.8 and 8.3.0 that mq2nav doesn't like.
 
Last edited:
I agree about 2 patches ago, I am seeing my puller flat ignore mobs 30 feet from him and pull from 300 feet away then I get a train, not a problem its just more exp but it is certainly not the norm.

- - - Updated - - -

will load 8.3.0 and see
 
Well FindMobToPull only has 1 change and it shouldn't affect regular pulling, ValidateTarget has zero changes. Only thing I can find is 1 change in sub Pull.

around Line 4150 in KA 8.3.0

KA 8.2.8:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Ranged,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

KA 8.3.0:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

Try replacing the line with the 8.2.8 line and see if that helps. I can't see a reason to remove the Ranged from the test.

Ok. After further observation I see why it was removed. but if changing this back fixes the problem and you are using Ranged, then what are you pulling with?
 
Last edited:
This is the line that is causing the issue. I change in 8.2.8 and sure enough, pulling is crappy. I change the line in 8.3.0 and it's back to normal. What was the idea on the change?

And yes......I'm using a ranged item to pull. I'm pulling with a Bow and summoned arrows.

Why was this removed?
 
Well if you are pulling with Ranged and using something like Stone throw then you want to wait till stone throw refreshes. Ranged was removed for that purpose. If you could do me a favor use the following line of code and add it right above the line you replaced. Then post about 5 or 6 of what is returned from the this line. This might shed some light on what is happening.

Rich (BB code):
            /echo ${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Pet]} && ${Me.SpellReady[${PullWith}]} ${Me.AltAbilityReady[${PullWith}]} ${Me.CombatAbilityReady[${PullWith}]}
 
Well FindMobToPull only has 1 change and it shouldn't affect regular pulling, ValidateTarget has zero changes. Only thing I can find is 1 change in sub Pull.

around Line 4150 in KA 8.3.0

KA 8.2.8:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Ranged,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

KA 8.3.0:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

Try replacing the line with the 8.2.8 line and see if that helps. I can't see a reason to remove the Ranged from the test.

Ok. After further observation I see why it was removed. but if changing this back fixes the problem and you are using Ranged, then what are you pulling with?

I was having this problem so I wound up changing that line to
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]} && !${Me.RangedReady}) /goto :PullAgain
 
50 && (!0 && !0) && !0 && NULL NULL FALSE

lol. Ok so that equates to true when using a bow.

The problem is that when using a ranged weapon. The !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]} will always evaluate to true. Lets just keep it simple and say PullWith=Ranged. Then !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]} would be !${Select[TRUE,NULL,NULL,NULL]}]}. This would evaluate to True.

If you take what no_one suggested and change it a bit. To something like:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && ((!${Select[${PullWith},Melee,Pet,Ranged]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) || (${PullWith.Equal[Ranged]} && !${Me.RangedReady}))) /goto :PullAgain
 
Last edited:
This

Well FindMobToPull only has 1 change and it shouldn't affect regular pulling, ValidateTarget has zero changes. Only thing I can find is 1 change in sub Pull.

around Line 4150 in KA 8.3.0

KA 8.2.8:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Ranged,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

KA 8.3.0:
Rich (BB code):
/if (${PullTimer} && (!${AggroTargetID} && !${ChainPull}) && !${Select[${PullWith},Melee,Pet]} && !${Select[TRUE,${Me.SpellReady[${PullWith}]},${Me.AltAbilityReady[${PullWith}]},${Me.CombatAbilityReady[${PullWith}]}]}) /goto :PullAgain

Try replacing the line with the 8.2.8 line and see if that helps. I can't see a reason to remove the Ranged from the test.

Ok. After further observation I see why it was removed. but if changing this back fixes the problem and you are using Ranged, then what are you pulling with?
 
Question - MQ2Nav

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