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MQ2Ranger

Plugin - MQ2Ranger 3.1.52471.11

Some general feedback but im really not sure it can be helped but there are some places where due to terrain, the bot will move back 35 and not have LoS. As such the bot will move back to melee and before trying to move back repeatedly. Obviously this isnt your fault but just the nature of the beast. Is it a good idea to add something where if the bot has attempted to moveback 2-3 times it will just melee for that fight and then resuming range on the next fight? Might also help to eliminate bot-like behavior. Obviously, it would be great if there was a solution that could determine a place it could move to be within 35 but thats much more complex.
 
Some general feedback but im really not sure it can be helped but there are some places where due to terrain, the bot will move back 35 and not have LoS. As such the bot will move back to melee and before trying to move back repeatedly. Obviously this isnt your fault but just the nature of the beast. Is it a good idea to add something where if the bot has attempted to moveback 2-3 times it will just melee for that fight and then resuming range on the next fight? Might also help to eliminate bot-like behavior. Obviously, it would be great if there was a solution that could determine a place it could move to be within 35 but thats much more complex.
k
 
Did you turn on use ranged?

Yep.
Yesterday I tried everything short of rebooting my computer and the ranger would just not use his bow.
I loaded up a different low level ranger and they did use their bow.
Today my ranger is using his bow... who the fuck knows.
 
I know The Ranger Plugin isn't in release form yet. Although I have paid a lot more than $20 for things I was far less satisfied with than this plugin in its current form.
 
Yep.
Yesterday I tried everything short of rebooting my computer and the ranger would just not use his bow.
I loaded up a different low level ranger and they did use their bow.
Today my ranger is using his bow... who the fuck knows.
Intermittent issues are so annoying to troubleshoot lol.
 
I am having the same issue, where my ranger just would choose not to use its bow, and then randomly decides too, but I am not overly concerned about it...its almost like the plugin is possessed or the toon is who knows LOL, Not sure but overall I am happy with it so far and would definitely pay the money for it upon its live release.
 
I am having the same issue, where my ranger just would choose not to use its bow, and then randomly decides too, but I am not overly concerned about it...its almost like the plugin is possessed or the toon is who knows LOL, Not sure but overall I am happy with it so far and would definitely pay the money for it upon its live release.
Well I would certainly like to track down the issue before charging for it. The idea that a ranger, who's supposed to use a bow, randomly doesn't use a bow is a problem as far as I'm concerned.
 
I really like the fact that the Plugin allows me to use my Bow with out swinging me out wide. I stay in the pocket where the action is.
 
I am having the same issue, where my ranger just would choose not to use its bow, and then randomly decides too, but I am not overly concerned about it...its almost like the plugin is possessed or the toon is who knows LOL, Not sure but overall I am happy with it so far and would definitely pay the money for it upon its live release.
you're not up to date. please update.

Well I would certainly like to track down the issue before charging for it. The idea that a ranger, who's supposed to use a bow, randomly doesn't use a bow is a problem as far as I'm concerned.
should be fixed. they're just not updated
ChatWithThisName updated MQ2Ranger with a new update entry:

11/05/2023



Read the rest of this update entry...
 
I'm working on a ranger (level 82 right now) in guild hall he kept spamming "Nature Veil" on my cleric. Cleric had the buff already and even after removing he kept casting. After zoning to a combat zone it seemed to stop spamming. I also could not figure out an option to disable casting it besides blocking on all toons.
 
I'm working on a ranger (level 82 right now) in guild hall he kept spamming "Nature Veil" on my cleric. Cleric had the buff already and even after removing he kept casting. After zoning to a combat zone it seemed to stop spamming. I also could not figure out an option to disable casting it besides blocking on all toons.
Did you read the FAQ? Or previous discussion?

Please make sure to do so.

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<<
 
Persistent issue which only seems to happen on the first mob of any bunch-of-mobs attacked, and any single mobs pulled to the group. Scenario: I use the Ranger to assist the Tank in a Chase or Vorpal mode. The subsequent Mezzed targets do not trigger this behavior. This exact same behavior occurs for the RGMercs Ranger also. Not unique to the CWTN plugin, however I believe in you guys to help me figure it out.

At Stick 35 moveback, the Ranger keeps trying to 'lurch' in closer to the mob and fire off a Combat Ability. I played around with Camp Radius, but setting it lower than 35, equal to 35, or higher than 35 seems to make no difference.

Here is what the output is showing me:
The combat ability is attempted before the range is close enough (error message: The target is not close enough). The stick/lurch is initiated (this is the heart of the issue, what causes it to try and get closer?). The net effect is that the archery from ranged, stops, melee weapon is equiped (maybe?), and the combat ability fails (due to not have lurched close enough just yet). Eventually the combat ability fires once the Ranger has moved within melee range. Then the Ranger spends time moving backwards to the Ranged distance. Rinse and repeat for the duration of the fight.

Proposed solution:
The Ranger should not lurch since it hurts DPS. Include Combat Ability checkboxes within the UI for Kick, Focused Tempest of Blades etc. The goal being: If not in range, do not attempt to lurch. I ruled out Disarm, and Jolt, as the cause. Piss poor speculation that it could be Kick, or Focused Tempest of Blades causing it.
 
Persistent issue which only seems to happen on the first mob of any bunch-of-mobs attacked, and any single mobs pulled to the group. Scenario: I use the Ranger to assist the Tank in a Chase or Vorpal mode. The subsequent Mezzed targets do not trigger this behavior. This exact same behavior occurs for the RGMercs Ranger also. Not unique to the CWTN plugin, however I believe in you guys to help me figure it out.

At Stick 35 moveback, the Ranger keeps trying to 'lurch' in closer to the mob and fire off a Combat Ability. I played around with Camp Radius, but setting it lower than 35, equal to 35, or higher than 35 seems to make no difference.

Here is what the output is showing me:
The combat ability is attempted before the range is close enough (error message: The target is not close enough). The stick/lurch is initiated (this is the heart of the issue, what causes it to try and get closer?). The net effect is that the archery from ranged, stops, melee weapon is equiped (maybe?), and the combat ability fails (due to not have lurched close enough just yet). Eventually the combat ability fires once the Ranger has moved within melee range. Then the Ranger spends time moving backwards to the Ranged distance. Rinse and repeat for the duration of the fight.

Proposed solution:
The Ranger should not lurch since it hurts DPS. Include Combat Ability checkboxes within the UI for Kick, Focused Tempest of Blades etc. The goal being: If not in range, do not attempt to lurch. I ruled out Disarm, and Jolt, as the cause. Piss poor speculation that it could be Kick, or Focused Tempest of Blades causing it.
proposed solutions are almost always unhelpful and really distract from trying to understand what is happening - or how we're going to address it if it is something that needs to be addressed - so is telling us about some other utility. speculation doesn't help you or us either.

check your chase distance (this is the distance we'll move to your tank if they're further away - so if you're at 20 chase distance, and 35 stick, you're going to always move back closer to the tank after pulls, then since you're too close for bow, you're going to turn on attack and then turn on stick moving back.

we're not "lurching" in to fire off an ability - we're only moving with your stick, or with chase distance. there is no "hey i want to do xyz let me run in first to do that"

what we might do, is automatically change the chase distance to be something greater than the stick value when you're use ranged.

in the meantime, try setting your chase distance to something like 50
 
Hi Sic, loving the ranger plugin. I've yet to run into anything that I find odd, or that doesn't appear to be working as intended. The automagic switching from ranged to melee and back as geometry and space permits is awesome.

This probably falls under the "whine moan I mained a ranger forever blah blah", but maybe there's a solution or strategy that I'm missing. I'm comfortable with unchecking things like UseDOT and BYOS, and setting mana minimums for DoT and nuke. Where I'm struggling a bit is I actually really like the spell lineups you've chosen, but my ranger is regularly falling behind the rest of the group in terms of mana level, and DPS begins to suffer in a chain pulling long term grind scenario. Is there a way, and I'm assuming the answer is no, but I figured it was worth asking, to limit nukes to the arrow nukes, and only cast the DoT fire/ice stuff in burn scenario's? (115 ranger, live server, bard and self buffs only for mana regen, no chanter or bst etc.)

For the record this is a 100% workable scenario that actually probably would show results on a long term grind parse. Should I just STFU and accept that the plugin doesn't 100% match my playstyle and just stick the ranger on OOC medding every 15-20 minutes for a mob or three?

Thanks!
 
Hi Sic, loving the ranger plugin. I've yet to run into anything that I find odd, or that doesn't appear to be working as intended. The automagic switching from ranged to melee and back as geometry and space permits is awesome.

This probably falls under the "whine moan I mained a ranger forever blah blah", but maybe there's a solution or strategy that I'm missing. I'm comfortable with unchecking things like UseDOT and BYOS, and setting mana minimums for DoT and nuke. Where I'm struggling a bit is I actually really like the spell lineups you've chosen, but my ranger is regularly falling behind the rest of the group in terms of mana level, and DPS begins to suffer in a chain pulling long term grind scenario. Is there a way, and I'm assuming the answer is no, but I figured it was worth asking, to limit nukes to the arrow nukes, and only cast the DoT fire/ice stuff in burn scenario's? (115 ranger, live server, bard and self buffs only for mana regen, no chanter or bst etc.)

For the record this is a 100% workable scenario that actually probably would show results on a long term grind parse. Should I just STFU and accept that the plugin doesn't 100% match my playstyle and just stick the ranger on OOC medding every 15-20 minutes for a mob or three?

Thanks!
nah there isn't - but you can byos/byos-custom if you prefer a different spell loadout.

don't plan on putting any of those type of things in there. that level of granularity for individual taste would be betteer suited for something that you get to decide "what, when, where, how, and why".

We're always going to try and do our best while fighting, there isn't a "limp mode" because we don't have adps/buffs/whatnot.

some classes need a little more to keep the sustain (druids, rangers, etc) going, but we don't want to lower their work --- don't forget, the plugins aren't super AI "i can see the future" they're just "what am i doing right now", and they're going to do their best, they're not like "i just wanna do 80% and coast a bit so it looks like im putting in the work, but i can be on tiktok"

edit: fyi, i really appreciate the way you explained your writeup
 
proposed solutions are almost always unhelpful and really distract from trying to understand what is happening - or how we're going to address it if it is something that needs to be addressed - so is telling us about some other utility. speculation doesn't help you or us either.

check your chase distance (this is the distance we'll move to your tank if they're further away - so if you're at 20 chase distance, and 35 stick, you're going to always move back closer to the tank after pulls, then since you're too close for bow, you're going to turn on attack and then turn on stick moving back.

we're not "lurching" in to fire off an ability - we're only moving with your stick, or with chase distance. there is no "hey i want to do xyz let me run in first to do that"

what we might do, is automatically change the chase distance to be something greater than the stick value when you're use ranged.

in the meantime, try setting your chase distance to something like 50
Plugin mode Vorpal
Stick moveback 35
Chase distance 50
Did not help. When this movement happens the casting of Combat spells is also interrupted.
 
nah there isn't - but you can byos/byos-custom if you prefer a different spell loadout.

don't plan on putting any of those type of things in there. that level of granularity for individual taste would be betteer suited for something that you get to decide "what, when, where, how, and why".

We're always going to try and do our best while fighting, there isn't a "limp mode" because we don't have adps/buffs/whatnot.

some classes need a little more to keep the sustain (druids, rangers, etc) going, but we don't want to lower their work --- don't forget, the plugins aren't super AI "i can see the future" they're just "what am i doing right now", and they're going to do their best, they're not like "i just wanna do 80% and coast a bit so it looks like im putting in the work, but i can be on tiktok"
Thanks Sic. That's actually the answer I fully expected. I just wanted to make sure I wasn't overlooking something simple. Great work as always!
 
Plugin mode Vorpal
Stick moveback 35
Chase distance 50
Did not help. When this movement happens the casting of Combat spells is also interrupted.
please confirm you don't have "follow me" stuck on, and/or any other Lua/lem/macro or utility moving you

there is an eq issue where it *looks* like you're done casting (this is with AAs) but you actually didn't yet - so when we see you're no longer casting, we go to move/stick you, and then now your aa didn't actually resolve (you can test this with sha's reprisal on beasdtlords)

it doesn't sound like that is what you're talking about, but i don't believe we do that.
 
please confirm you don't have "follow me" stuck on, and/or any other lua/lem/macro or utility moving you

there is an eq issue where it *looks* like you're done casting (this is with AAs) but you actually didn't yet - so when we see you're no longer casting, we go to move/stick you, and then now your aa didn't actually resolve (you can test this with sha's reprisal on beasdtlords)

it doesn't sound like that is what you're talking about, but i don't believe we do that.
Occurs during MQ2Grind (but also outside of instances when Grind is not in use).
Follow me is not active. No other utilities.
This occurs only during the Combat routine for the first mob attacked. The movement in towards the mob occurs after the archery range has been established. It does seem like a spell or ability failed initially, and then keeps being attempted. Subsequent mezzed mobs are attacked using archery properly without any unexpected movement.
 
Occurs during MQ2Grind (but also outside of instances when Grind is not in use).
Follow me is not active. No other utilities.
This occurs only during the Combat routine for the first mob attacked. The movement in towards the mob occurs after the archery range has been established. It does seem like a spell or ability failed initially, and then keeps being attempted. Subsequent mezzed mobs are attacked using archery properly without any unexpected movement.
ok. well mq2grind is another utility for sure. sounds like mq2grind might be moving you in those circumstances.

you seem to be hung up on a few things - we don't care about mezzed or not mezzed at all - we're just going to try and do our thing to the mob. does this mean we're not doing what you say? no it doesn't, but your assumptions on why xyz are happening are going to cause us to not be able to actually root-cause / solve anything.

just put this in the "we'll take a look" category for now.

thanks for letting us know
 
Thanks Sic. That's actually the answer I fully expected. I just wanted to make sure I wasn't overlooking something simple. Great work as always!
also, don't forget empowered fellowships are a nice bump - might help you squeeze a little more
 
Having an issue with my ranger on test, level 80 he shoots one arrow then runs in to melee with use ranged on. I have him set at camp radius 75 mobs are tanked 60 ish. when i try to use /auto fire he will still run in to melee. i have triple checked mq2melee wasn't loaded. I am sure its something i am overlooking, i miss the simple things all the time. just curious if anyone else may be having this issue.
 

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Having an issue with my ranger on test, level 80 he shoots one arrow then runs in to melee with use ranged on. I have him set at camp radius 75 mobs are tanked 60 ish. when i try to use /auto fire he will still run in to melee. i have triple checked mq2melee wasn't loaded. I am sure its something i am overlooking, i miss the simple things all the time. just curious if anyone else may be having this issue.
Change your StickHow to the one with 35 in it. Right now you're asking it to be 55% of total possible melee distance from the mob, so it's doing that.
 
Having an issue with my ranger on test, level 80 he shoots one arrow then runs in to melee with use ranged on. I have him set at camp radius 75 mobs are tanked 60 ish. when i try to use /auto fire he will still run in to melee. i have triple checked mq2melee wasn't loaded. I am sure its something i am overlooking, i miss the simple things all the time. just curious if anyone else may be having this issue.
please check the sticky and the vid. mentioned it in there.

if you skip that stuff you're really denying yourself a lot of enjoyment.
 
I didn't have the issue until the patch. I thought I had it to use bow and move back I probably didn't save my settings correctly. Like I said I knew it was something simple I overlooked.
 
ChatWithThisName updated MQ2Ranger with a new update entry:

11/09/2023

- "paid" release goes live Nov 15th, 2023
- Don't forget
-- The RG Launcher is unable to *delete* old files.
-- This means you will get an error box if you don't have a current plugin that matches the mq build
-- your options are:
--- a: purchase a license
--- b: delete the old .dll in your plugin folder, and/or
--- c: change your macroquest.ini to MQ2PluginName=0 under [Plugins]

Read the rest of this update entry...
 
I seem to remember a fix for this, but I'm seeing in hunter tank mode the plugin will pick a target (it says a_mob_01 is target in the cwtn window), then not do anything unless the target (or something else agros on it). Will just stand there forever. Does this with ranged or melee hunter tank pulling (arrows out, ranged off). Seems like something that got fixed a long time ago in warrior plugin, because warrior doesn't do this. It's like its not getting line of sight or something.
 
I seem to remember a fix for this, but I'm seeing in hunter tank mode the plugin will pick a target (it says a_mob_01 is target in the cwtn window), then not do anything unless the target (or something else agros on it). Will just stand there forever. Does this with ranged or melee hunter tank pulling (arrows out, ranged off). Seems like something that got fixed a long time ago in warrior plugin, because warrior doesn't do this. It's like its not getting line of sight or something.
Very well might not be getting line of sight. Try moving?
 
I seem to remember a fix for this, but I'm seeing in hunter tank mode the plugin will pick a target (it says a_mob_01 is target in the cwtn window), then not do anything unless the target (or something else agros on it). Will just stand there forever. Does this with ranged or melee hunter tank pulling (arrows out, ranged off). Seems like something that got fixed a long time ago in warrior plugin, because warrior doesn't do this. It's like its not getting line of sight or something.
you can't useranged in tanking.

you can check the faq/commands of all the plugins to see how to debug pulling or debug while pulling
 
you can't useranged in tanking.

you can check the faq/commands of all the plugins to see how to debug pulling or debug while pulling
There's nothing on hunter tank mode, just some stuff about nav mesh. I can nav to the mob just fine (via /nav spawn a_mob_00 it gives me in the mq window). Normally it will shoot bow all day long in hunter tank mode. until this happens.
 
Plugin - MQ2Ranger

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