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Problem - not aggroing closes mob with 8.2.1

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Chanticleer

yells at clouds
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there are questions asked twice there -
Rich (BB code):
 Is there a set of conditions that can replicate the issue?

Rich (BB code):
* Describe the issue you're experiencing.

same question worded different ? either im over extensive on stuff or that makes my head hurt because its same similliar question
 
I think I know what is happening here, I just came back to EQ and it was frustrating me. Now my only big problem is occasionally pull stalls where my puller stops in the middle of a pull and stays there til he gets killed by a roamer :P

1: Possibly increase your campsize on your sk (not too big), and keep all your other toons within that radius (use /mapf castradius ## .. .with ## equal to your campradius, if you want to see how big it will be).Start kissassist and set them to returntocamp so they stay in that area. As an extra option set up your other characters not only insidet the radius of the SK's campradius, but with their own campradius set SMALLER than the tanks, to help keep them within his range of assistance. My tank has a campradius of 40, the other characters are 15-30, slightly differed so if they end combat still in the camp they dont all run back to the exact same spot EVERY single time (which is pretty obvious to watchers)

2: Increase MeleeDistance on the SK. Preferably slightly bigger than your campradius. My tanks camp radius is 40, and his meleedistance is 75. This determines how close a mob on the hatelist has to be for the character to attack. If its too short, your SK(or any other character) will happily sit there and watch an add eat your healer. Set other melee dps slightly larger than your tanks melee distance (in this case, my tank is set to 75, and they're set to 85 to account for range differences depending on which direction mobs come from). This number can and should change depending on the camp you're doing, but these numbers are working well for ME. Setting up your meleedistance like this accomplishes a couple things, A: Your tank will try to engage a little further away from the healers/casters, and B: it should prevent/help prevent situations where the tank engages but your other melee dps sits around not helping.

3: You can also set meleedistance on casters (but leave meleeon=0) to a really high number, in line with their spell range. I'm not 100% sure but I think this has to do with actual assist range not just melee, so if mobs run away and for whatever reason your bots dont follow them the casters will keep nuking. I'm not entirely sure about this because its been years, but it wont hurt anything if you set it up to 200 on your nukers anyway as you aren't going to have them run up and melee (I hope)
 
Wannabe,

There are 3 things to consider when pulling.

1. Mobs to Ignore in the Kissassist_Info file.
2. Running MQ2Navigation.
3. How far away the mob is from camp.

If you running MQ2Navigation the FindMobToPull routine looks for the closest mob, But if your NOT using MQ2Navigation the routine looks for the closest mob in Line Of Sight. When not using MQ2Navigation there is the possibility of targeting and pulling a mob that requires you to pass by a mob that is not LOS.

The last item has more to do with how far away the mob is when you target it. I have found when pulling at a distance of over 1000 ft., that some times when you target the mob it will warp from like 1200 to 3000 or more. This happens when the Spawn information is updated once you target the mob.
 
My personal experience has been that mobs over 750 paces away do not always reflect the accurate distance of them, like chris sais.. once you target them their actual updated position is updated and the actual distance of the mobs may be far more than you expected.

As far as : the 2 questions of:

1 Is there a set of conditions that can replicate the issue?
2 * Describe the issue you're experiencing.

Those are in fact two separate and not the same question.

#2 ... I'm asking you to describe the issue you are experiencing (describe the exact problem)
#1 ... We are looking for any set of actions or enviornmental conditions that you are aware of that can be used to replicate the issue you are having... so we can reproduce it and aid in our investigation.

Whats the problem... and is there a way for us to replicate the issue for testing.... are in my mind two different things.


Wannabe,

There are 3 things to consider when pulling.

1. Mobs to Ignore in the Kissassist_Info file.
2. Running MQ2Navigation.
3. How far away the mob is from camp.

If you running MQ2Navigation the FindMobToPull routine looks for the closest mob, But if your NOT using MQ2Navigation the routine looks for the closest mob in Line Of Sight. When not using MQ2Navigation there is the possibility of targeting and pulling a mob that requires you to pass by a mob that is not LOS.

The last item has more to do with how far away the mob is when you target it. I have found when pulling at a distance of over 1000 ft., that some times when you target the mob it will warp from like 1200 to 3000 or more. This happens when the Spawn information is updated once you target the mob.
 
i run mq2navigation but since i downloaded this last compile i get no starting refrence and it doesnt pull back to camp - not sure what that is or why its doing it

- - - Updated - - -

My personal experience has been that mobs over 750 paces away do not always reflect the accurate distance of them, like chris sais.. once you target them their actual updated position is updated and the actual distance of the mobs may be far more than you expected.

As far as : the 2 questions of:

1 Is there a set of conditions that can replicate the issue?
2 * Describe the issue you're experiencing.

Those are in fact two separate and not the same question.

#2 ... I'm asking you to describe the issue you are experiencing (describe the exact problem)
#1 ... We are looking for any set of actions or enviornmental conditions that you are aware of that can be used to replicate the issue you are having... so we can reproduce it and aid in our investigation.

Whats the problem... and is there a way for us to replicate the issue for testing.... are in my mind two different things.



the refrence of both those questions to me are the same -


condition = pulling 2 mobs to camp

can you duplicate it = well duh pulling 2 mobs to camp

shrugs
 
i run mq2navigation but since i downloaded this last compile i get no starting refrence and it doesnt pull back to camp - not sure what that is or why its doing it = bad mesh
 
oh , well its mesh from the mesh deal on website - Eastern Wastes: Zeixshi-Kar's Awakening-
thats where i downloaded it from


redownloaded mesh to make sure its from here and it is - soon as i load mq2navigation no start refrence and wont pull back to camp - soon as i unload it it pulls back to camp
 
i run mq2navigation but since i downloaded this last compile i get no starting refrence and it doesnt pull back to camp - not sure what that is or why its doing it

- - - Updated - - -





the refrence of both those questions to me are the same -


condition = pulling 2 mobs to camp

can you duplicate it = well duh pulling 2 mobs to camp

shrugs


In this scenario they may be similar in their nature.. however.. there are many many many cases we encounter where the error or issue is not so straight forward in its root cause.. and therefore we require information about what conditions (enviornmental/configuration) and actions you can perform to duplicate the error.. so we can use that to duplicate the error ourselves and try to resolve it.

I'm sorry you are not understanding the difference... but to us.. there is a huge one.. and we ask those questions to be able to resolve such issues.


Now.. in regards to the actual issue itself....
Are they the same type of mob.. ( both "an ugly maskoi" ) and it just targets furthest one to pull?? or are they different mobs ( "an ugly maskoi" and "a repulsive maskoi") ... make sure the closest mob's name is NOT in your ignore list in the kissassist_info.ini file under the section for that zone.
 
In this scenario they may be similar in their nature.. however.. there are many many many cases we encounter where the error or issue is not so straight forward in its root cause.. and therefore we require information about what conditions (enviornmental/configuration) and actions you can perform to duplicate the error.. so we can use that to duplicate the error ourselves and try to resolve it.

I'm sorry you are not understanding the difference... but to us.. there is a huge one.. and we ask those questions to be able to resolve such issues.


Now.. in regards to the actual issue itself....
Are they the same type of mob.. ( both "an ugly maskoi" ) and it just targets furthest one to pull?? or are they different mobs ( "an ugly maskoi" and "a repulsive maskoi") ... make sure the closest mob's name is NOT in your ignore list in the kissassist_info.ini file under the section for that zone.


yes they are similiar named mobs to be specific the seals in eastern waste near the bottom left of map near the boat - z axis in this area via mq2navigation is 65 which is set to 66 to pull everything up to 65 z axis - it will target a mob say here 1 then run ---------------->here to target a mob and run back to camp pulling 2 adds back with it still does at as of right now im afkin aa in EW -
 
I havent dug into the latest kiss but, if not using mq2navigation is there a LOS check on the pull? as in it targets the mob and checks if in los if so run and pull or does it start moving to the target while checking los, gives up just before the mob and then targets another mob and starts running to it meanwhile aggroing the first mob targeted? I will download the latest tonight and set up camp in EW, wannabe can you send me a loc of your camp spot in a pm ill will test it with the mesh from the site and one i make, and try it without mq2nav.
 
The way the code works is if your NOT using MQ2Navigation check for the closest spawn that is LOS. If you are using MQ2Navigation then check for the closest mob. That is the basic check there is a little more to it, but that is the basic difference between using MQ2Navigation or not when checking for mobs to pull.
 
Status being changed, ticket being closed and locked.
Maximum allowed time for user to respond with any update to this problem ticket or the resolution suggestions offered has long since expired.

According to official policy:
If we do not have any feedback from you on your issue for 7 to 10 days (after we request a procedure or suggest a resolution),
we will assume your issue is resolved and your support issue will be closed.
 
Problem - not aggroing closes mob with 8.2.1
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