• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
MQ2War

Plugin - MQ2War 3.1.52471.11

well if you want the warrior to tank, put it in a tank mode like 4 and then it will tank anything the puller pulls back to camp
if you want it to just assist (as in its not tanking) put it in an assist mode like 1
yes sorry meant I want him to tank off me on my pulls k thank you
 
MQ2War Campradius help:

I am trying to use mq2war in a dungeon. I am using war in mode 4. He is marked as MA. I cannot get him to stay in defined campradius no matter what I set it for! I have 6 box group. I am using my Monk with Mq2monk as puller in mode 6.

Warrior continues to run outside of campradius to engage mobs. This is bad.

I watched your Video on MQ@War. At about 8:10 you mention some buffer on campradius that will allow war to go outside of defined radius. You did not mention anything else on that.

Any help on this will be appreciated.
 
MQ2War Campradius help:

I am trying to use mq2war in a dungeon. I am using war in mode 4. He is marked as MA. I cannot get him to stay in defined campradius no matter what I set it for! I have 6 box group. I am using my Monk with Mq2monk as puller in mode 6.

Warrior continues to run outside of campradius to engage mobs. This is bad.

I watched your Video on MQ@War. At about 8:10 you mention some buffer on campradius that will allow war to go outside of defined radius. You did not mention anything else on that.

Any help on this will be appreciated.
if your puller is assigned as puller in the group window then it doesn't use the buffer at all, if you have a non-puller group member slightly outside of the camp that gets aggro before the mob gets in camp, the tank will move to it and fight it so that non-puller member doesn't die. I know chat has some notes in there that he plans on changing how this works, but i haven't had any unexpected results if i set up my group correctly. I frequently will do a small campradius like 15 or something.

keep in mind if you are against a wall, and your camp radius goes into the room behind you you may run around to deal with it (same with pulling and anything with a circle)
 
Any way for me set when to use Dissident Shield/other minor "burns"? I'm in a spot where there's certain things I'd like to use if I'm tanking like 3+ mobs, but not if I'm tanking any less than that.
 
Any way for me set when to use Dissident Shield/other minor "burns"? I'm in a spot where there's certain things I'd like to use if I'm tanking like 3+ mobs, but not if I'm tanking any less than that.
no, there are no granular toggles
 
if your puller is assigned as puller in the group window then it doesn't use the buffer at all, if you have a non-puller group member slightly outside of the camp that gets aggro before the mob gets in camp, the tank will move to it and fight it so that non-puller member doesn't die. I know chat has some notes in there that he plans on changing how this works, but i haven't had any unexpected results if i set up my group correctly. I frequently will do a small campradius like 15 or something.

keep in mind if you are against a wall, and your camp radius goes into the room behind you you may run around to deal with it (same with pulling and anything with a circle)

@jayah

C++:
if (Get3DDistance(thisXTarget->X, thisXTarget->Y, thisXTarget->Z, gMember->X, gMember->Y, gMember->Z) < 20 && Get3DDistance(gMember->X, gMember->Y, gMember->Z, Camp.X, Camp.Y, Camp.Z) < iCampRadius + (Puller() && Puller() == gMember->SpawnID ? 0 : 40)) {

So if the group member is within 20 units of the autohater xtarget, and the groupmember is inside the campradius + the buffer. The buffer depends on their role, So if there is a puller, and the puller's ID matches the group members id, then it's 0 as a buffer, otherwise it's 40 as a buffer.

So if the other group members are not in the camp, and the puller is running past them with the mob, then the tank will run out to help, unsure if the mob is going to hit them or not. While this might not be the most elegant solution, there's no way for me to know who the XTarget is aggro'd on without targeting each XTarget and waiting for the aggro information, or their target of target is loaded. So I can only account to the best of my ability for a character to have wandered outside the edge of the warrior's camp radius.

If I do nothing with this scenario, then if a group member does manage to get aggro on the incoming, the xtarget could be outside of the camp radius beating on another toon and the warrior would do nothing because the mob isn't inside their designated campradius.

Perhaps 40 is a bit aggressive and something like 20 would be better in the situation. Hopefully this clarifies why it's happening at least.
Perhaps I could make this something that can be adjusted by a setting in MQ2War. Though the problem with that is people don't always understand the purpose for something, and it gets used incorrectly. Subsequently causing additionally unexpected actions by the plugin. So where possible I do try to limit the amount of options available unless there is a clear benefit to providing the option.

I welcome your feedback.
 
Any way for me set when to use Dissident Shield/other minor "burns"? I'm in a spot where there's certain things I'd like to use if I'm tanking like 3+ mobs, but not if I'm tanking any less than that.


/war burncount 3

Burncount is an option that should allow you to auto burn in the event there are "X" number of mobs or more on XTarget. So if I set burncount to 3, then if there is 3 or more mobs on XTarget then it would automatically fire a burn.

Additionally, you can conjure a burn out of thin air using /war burnnow
 
if in a dungeon crawl....is there a way to turn off return to camp? and keep him as tank? also trying puller tank and getting the message resting while waiting for valid targets and the radius ring looks fine on map
 
Last edited:
if in a dungeon crawl....is there a way to turn off return to camp? and keep him as tank?
you should check out my MQ2War video where i go over the modes >> HERE << only mode 4 returns back to a camp spot - I usually crawl in mode 7 and just reset my "camp" as i'm moving around for my tank to continue to react to the mobs entering my area - your other option is mode 0 and manually get a target and turn on attack
 
MQ2War Campradius: Thank you for the response on explaining puller marked as puller buffer set to zero and Autohater XTarget buffer set to 40.

Dungeons have always been tricky for macros. It requires changing things on stick function, pet attack radius, pet classes with out hold frunction, Toon trying to duck when they get on the walls, getting stuck on campreturn, etc.

It would make things much easier to have a /mode 8 - DungeonCamp ( no buffer ). You can call it what you like. Or putting a dynamic buffer radius that could be set in the ini ( I know - more confusing for plug and play folks ).

But regardless. Thank you both for the fast response and explanation.
 
MQ2War Campradius: Thank you for the response on explaining puller marked as puller buffer set to zero and Autohater XTarget buffer set to 40.

Dungeons have always been tricky for macros. It requires changing things on stick function, pet attack radius, pet classes with out hold frunction, Toon trying to duck when they get on the walls, getting stuck on campreturn, etc.

It would make things much easier to have a /mode 8 - DungeonCamp ( no buffer ). You can call it what you like. Or putting a dynamic buffer radius that could be set in the ini ( I know - more confusing for plug and play folks ).

But regardless. Thank you both for the fast response and explanation.
we're looking at having a mobile version of the sic-tank mode that just keeps the "camp" area as an area around the tank as it moves around, which would be useful for real crawling/chase mode

I've done all current group content with mq2war and much with mq2eskay including missions and whatnot with either mode 0 or mode 7, tho i like to move to an area, pull to it then move to another area and crawl that way
 
we're looking at having a mobile version of the sic-tank mode that just keeps the "camp" area as an area around the tank as it moves around, which would be useful for real crawling/chase mode

I've done all current group content with mq2war and much with mq2eskay including missions and whatnot with either mode 0 or mode 7, tho i like to move to an area, pull to it then move to another area and crawl that way


Dungeon Crawl and Dungeon camp are two different things. And I don't always play my MA - MT or Puller when I am at a static location. My 2 mains are ( RAID ) warrior and ( RAID ) cleric. I might be on the cleric playing manually at times. Or, I might be on one of my other toons just seeing what I can do with him or her to become a more efficient player for that class.

If you play your tank manually in mode 0 or mode 7, I would agree that there is no reason for concern for MT/MA to stay inside the defined area since you are moving them manually. But try playing a mage manually while watching your Tank go after a mob outside of defined campradius because your bard is trying to do something stupid outside of campradius before returning to camp while your puller is pulling a new mob at the same time. This forces me to have to play all of my toons manually just to control the chaos that is about to incur. Fighting 5+ mobs and surviving is a skill I am getting much better at recently.
 
Sounds to me like the tank is doing their job, and the bard is not? I mean. I can't micro manage the entire group. But I can try to save your bard when they do stupid stuff. If the puller is already inc with a mob when the bard gets aggro then surely that would be an issue. If using my plugins to pull then it will detect that you have aggro and return to camp, abandoning the current pull target in lieu of the new aggro you've obtained to try and combat situations like this. The issue is that unless you stand every toon right on top of the other then the camp radius is going to need an offset to account for the spread of characters across the camp. If there is no overlap then a mob could be on the edge of the camp and the tank would just sit there watching the group get murdered. Which isn't very tank like. I do try to make some decisions to prevent silly situations.

This was one of the main issues presented when creating a tank mode. Do I help the character with aggro? Or do I let the character die and just shrug my shoulders and say "They should have come into the camp"
If a player is on the edge of the camp, say the bard, and they get aggro on the incoming. The mob might never enter the camp, but from just outside the camp they are beating on the character that's in the camp. Do I help them, or do I just shrug my shoulders and let them die?
There has to be a buffer to account for situations like this or that's exactly what's going to happen. It's going to happen often. It's going to get more people killed not to have a buffer than it would save. But I'll certainly add an option to adjust the buffer and let you, the player, decide if you want to just let them die.

The idea is to have the plugin by default provide the best level of defense possible to protect other members of the group. So the default will still be to act this way, but the added option to adjust the camp buffer will allow you to decide for yourself.
 
i ve watched the video but starting to believe this was more designed for someone driving the warrior? I've watched the video, but questions on his aggro and assisting as I pull with monk. However it pans out, glad to have donated for some good work. Seems on pulls I have to pull a mob pretty much on top of him and take a hit before he assists while is Sic more...other modes seem to not get it unless I m at the key for the warror.
 
i ve watched the video but starting to believe this was more designed for someone driving the warrior? I've watched the video, but questions on his aggro and assisting as I pull with monk. However it pans out, glad to have donated for some good work. Seems on pulls I have to pull a mob pretty much on top of him and take a hit before he assists while is slic more...other modes seem to not get it unless I m at the key for the warror.
if you are not driving with the tank you will want to have it in mode 4 - tank mode --- you will want to ensure he is assigned to maintank/mainassist - and then you will want to ensure he has an appropriate sized campradius with /war campradius xx where xx is a number that is appropriate - this will show up in red on your map and your tank will engage and fight anything causing mayhem in your camp.

you do not have to be driving the warrior to get it to do warrior stuff
 
if you are not driving with the tank you will want to have it in mode 4 - tank mode --- you will want to ensure he is assigned to maintank/mainassist - and then you will want to ensure he has an appropriate sized campradius with /war campradius xx where xx is a number that is appropriate - this will show up in red on your map and your tank will engage and fight anything causing mayhem in your camp.

you do not have to be driving the warrior to get it to do warrior stuff
rewatching the vid.... thinking switching back n forth tween 4 and 7 will do to reset camp...see error of my ways...always doing a crawl thru mission so thinkin that will do the trick .
 
If it's not on XTarget the warrior doesn't realize it's something it should punch in the face atm.

But also @turnittotheright have you tried the pullitems yet?

/war addclicky pullitem is now a thing.
ohh i will have to play with that tonight! Do i need to toggle anything to make the clicky the priority pull item?
Also the short return to camp/home is happening to me even with 3-4 mobs on ETW in camp. though thinking about it right now they might be outside of my red bubble camp radius so i will have to check that and get back to you.
Sorry for the delayed response. took a quick break. Staff pulling is working like a charm!
 
Having a slight issue; war is not auto-accepting rez when it's offered. Have MQ2rez on, Rez% set to 50, rezzers are added with MQ2autoaccept. What else could cause that problem? Thanks a lot to you all!
 
Think I got my rez issues sorted, new problem:

In mode 5, when my war is taking a break due to group mana or a death, she won't kill anything that comes into camp; anything that wanders in just goes on a murder spree.

Loving the plugin though, tanks better than I can.
 
Use /war mode 0 and kissassist in tank- or pullertank mode. Turn everything off in kiss aka use a blank .ini.

problem solved.

Thats how I play my war and never had any problems.
 
Use /war mode 0 and kissassist in tank- or pullertank mode. Turn everything off in kiss aka use a blank .ini.

problem solved.

Thats how I play my war and never had any problems.
that is an option - but an absolute waste of a ton of functionality that cwtn plugins have
 
Group watch being triggered should still respond to aggro. While manual mode allows for the use of a macro, it's purpose is to allow it to do it's job while movements and such is handled externally such as running a mission macro.

I will look at the logic for group watch and see if the issue can be resolved, first I'm hearing about it.
 
Group watch being triggered should still respond to aggro. While manual mode allows for the use of a macro, it's purpose is to allow it to do it's job while movements and such is handled externally such as running a mission macro.

I will look at the logic for group watch and see if the issue can be resolved, first I'm hearing about it.

Thank you! Yea it doesn't happen super often, but it does happen.

Would there be any chance of the ability for the war to swap out a Power Source when it's depleted for a new one? Totally just small quality of life, I always forget to swap them out.
 
so what gives with tank not looking to peel adds or ae aggro? again he is working off the monk...I dont play a warrior....cant box a misson worth a crap with this issue and on Griklor, group dps isnt quite all that and warrior will chase Grik and well wipe ensues
 
so what gives with tank not looking to peel adds or ae aggro? again he is working off the monk...I dont play a warrior....cant box a misson worth a crap with this issue and on Griklor, group dps isnt quite all that and warrior will chase Grik and well wipe ensues

you don't have to "play" the warrior - but doing missions it makes a ton of sense for your tank to be your "driving" toon - since mq2war doesn't force targets you can easily just switch targets with tab, or mouse clicking

Griklor before the nerfs


Grik 2.0 after the nerfs
 
Having a issue, using mq2war and when he is pulling he pulls and tanks trash just fine but when he pulls a named he brings it back to the grp and just stands there and doesnt engage at all. Is there a way to fix this?
 
Having a issue, using mq2war and when he is pulling he pulls and tanks trash just fine but when he pulls a named he brings it back to the grp and just stands there and doesnt engage at all. Is there a way to fix this?
never heard of this issue - can you replicate it or was it a one time issue?

what mob was it? (what zone, what name)

is the mob a "floating" kind of mob, or was it a very large mob (perhaps too large for your campradius, yet large enough to punch you)

can you take a screensnip of your /war showsettings and post it here
 
Plugin - MQ2War

Users who are viewing this thread

Back
Top
Cart