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Release Old Man McKenzie - Group Macro Beta (2 Viewers) 1.15

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Good luck. We pretty much Tempus-proofed it and if he can't break it I'm not sure if anyone can :) Let us know what you find though.

As a side note, it works best to start all at once with a /dggae /mac omm_group naggy/lguk/dguk

challenge accepted
 
I ran this with 4 toons, we died a few times. I will try again with a full group and watch the magic happen.
Thanks for the feedback. We really designed it for a full six but hopefully can make it work better for less. It’s really designed to plow through the instance and nuke 12+ adds down pretty quick which is harder with only 4. If you have any better luck with 6 would love to hear the feedback.
 
Ran all 3 missions successfully. I LOVE THIS!!!!
Only problem - used a group off all 115s because when I first tried to run this mac, my one level 112 toon couldn't get in for some reason. I don't know if it's that account or the level difference with the others in the group. /shrug I wouldn't think that would matter... five 115s and one 112.
 
Ran all 3 missions successfully. I LOVE THIS!!!!
Only problem - used a group off all 115s because when I first tried to run this mac, my one level 112 toon couldn't get in for some reason. I don't know if it's that account or the level difference with the others in the group. /shrug I wouldn't think that would matter... five 115s and one 112.
Nothing about level difference should matter but we can take a look at code again and see if something weird was happening. Did the 112 get any error messages? Maybe there was some lag and he never got assigned a class so he wouldn't have been able to zone in.

Glad to hear otherwise all 3 worked for you. The success stories are fun to hear :)
 
@levox - The 112 toon did get assigned a class, but the mac would drop before she zoned in. I don't remember seeing an error message, just the mac ending.
 
ran a bunch of these last night after the servers stayed up.
Only problem I had was one toon would never do the buff routine. I noticed he never set all his extended targets to auto either.
I changed them all to autohater manually and restarted macro and that fixed it.
This thing is like black magic and voodoo all rolled into one 8)
 
ran a bunch of these last night after the servers stayed up.
Only problem I had was one toon would never do the buff routine. I noticed he never set all his extended targets to auto either.
I changed them all to autohater manually and restarted macro and that fixed it.
This thing is like black magic and voodoo all rolled into one 8)
Glad to hear the updated version worked for you this time around. We'll take a look at xtar again maybe that was holding it up.
 
Ran all three instances with a new full group.
Just one problem arose and that was I had to manually select the LGuk instance. Naggy and LGuk were the options available, maybe I was being impatient but i did wait a while before manually selecting LGuk.
With the speed the macro selected the UGuk instance I suspect I wasn't being impatient.
Well done, nice macro can't wait for the raid version :)
 
Just thought I would let you know that the latest version is zoning everyone in with just a few minor problems. All can be worked around with minimal effort if you are watching your toons. First is naggy. With the new delays that fix the getting all the characters into zone, if there is a mob right at zone in (especially the named spider) you can end up with a few dead toons. I just quit the instance and get another and start over. Second is in dguk. At location 988.33, -520.80, -139.20 I seem to always get a toon or 2 stuck there. This is in the swim portion near the entrance. Seems they are traveling too low and get hung up on a shelf or curb in the floor. When this happens you can pause macro (/mqp) and stop navigation (/nav stop). Move the toon(s) just past the blockage and then unpause the macro (/mqp) and everything runs smooth from there. Hope the info helps. Again great job, this can run the tasks much faster than I was running them manually.
 
I ran it with 6 today, did all 3 missions. Worked well, except for dguk, I had to remove one character from the mission and re-invite them, because the leader got the mission before I was able to start the mac on the 6th toon. Also, I had to select the mage, wiz, shaman, and druid. Is it not supposed to do that for me? Its no big deal to me, just wondering.
 
I ran it with 6 today, did all 3 missions. Worked well, except for dguk, I had to remove one character from the mission and re-invite them, because the leader got the mission before I was able to start the mac on the 6th toon. Also, I had to select the mage, wiz, shaman, and druid. Is it not supposed to do that for me? Its no big deal to me, just wondering.

It works best to start all at once with a /dggae /mac omm_group naggy/lguk/dguk Hope that helps.
 
Did the mesh get removed from the zip file? I am only finding the mac

Edit: Found it in the history - original zip
 
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This worked really well for my group on Nagafen's Lair. Thank you!

I got stuck on the lower guk one (undead) and nav didn't work so the macro unloaded. I didn't see gukbottom.navmesh in the zip file so I expect this was the problem.

EDIT: I saw the post above mine after I posted and saw I could get it from the first download. Running it now!
 
Would love a raid macro like this. :) I have 7 toons that would run all necros and/or mages.
Levox and I have a raid macro for this but its fairly manual. Automating naggy/vox pulling/positioning might be a bit more than were ready to tackle.

There will be a raid manual one soon once I stop traveling and have a moment to tweak it :)
 
I've been running successfully with 4 toons at a time on this now on the Naggy and Dead Guk missions (haven't tried Live Guk yet). I made the following slight changes:

  1. Changed the class array so that the pick order is Shaman->Enchanter->Mage->Necro->Wizard->Druid... tbh, if I were to add a 5th I would probably move the druid up for the additional heals "just in case"
  2. Added an enchanter pet section for Kintaz's Animation.... I know it doesn't add much in the way of DPS, but for bigger fights like the one in King room in SolB I like having the extra DPS on the opening mob to mitigate mana loss from nuking their way through it all
Here's what I've seen in doing it that you might want to consider:
  1. Figuring out how to update based on task updates instead of location updates through the array - my shaman got stuck in dead guk where it seemed to have missed one of the earlier location updates. Got all the way to the Ghoul Lord, and he kept running back to Savant room and pulling mobs from there. Kept doing that because they weren't killing fast enough to have it all cleared for him to get to the actual location. Could probably have snuck him an IVU manually, but at that point I just ended the macro and manually pulled the lord to finish out
  2. For those that want to attempt doing this with 3 toons, might need to work enduring breath from shaman and see invis from mage into buffs. My first attempt was 3 toons in dead guk, and they drowned in that opening tunnel
  3. I did note on my last attempt that 1 of my toons didn't select a monster for some reason and that held things up. Verified all plug-ins were running, and then manually selected the appropriate skin and he auto-zoned in and started everything up after that.
Overall, they are working pretty damn good for me. Great job guys!
 
Ran this a few times until I figured out the issue.
Never had issues zoning in.
I had issues where some characters would not buff, wiz would run off too early.
Fix was Xtar as I read above.
I reset all my xtars to the original Auto Hater.. and no issues. Ran smooth.

Great job guys!
 
18 more runs and no problems. Just have to watch dead guk in the water tunnel, sometimes a guy gets stuck. To me it looks like he gets bumped down a little by colliding with one of the other toons, and then the nav path takes him down into the crack instead of over it.

Are you taking requests for features? 8)
 
18 more runs and no problems. Just have to watch dead guk in the water tunnel, sometimes a guy gets stuck. To me it looks like he gets bumped down a little by colliding with one of the other toons, and then the nav path takes him down into the crack instead of over it.

Are you taking requests for features? 8)

Sure, let us know what your thoughts are and we'll add it to our ever growing list.

Stayed tuned for an update today. We identified the error with xtar (it was called in the wrong order so put chars in combat routine before it reset everything to AH and kept them there via a loop so they never buffed...doh). Feel free to try to add an xtar. It should properly reset now...TM...
 
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Here is the updated version. TempusX will post the update when he can but this will work for now. It fixes the issue with chars not buffing on zone in, or xtar issues which was causing lots of cascading problems.
 

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Here is the updated version. TempusX will post the update when he can but this will work for now. It fixes the issue with chars not buffing on zone in, or xtar issues which was causing lots of cascading problems.
updated for you - i did open that ticket about "co authors" and "collab users" being able to submit updates btw > Here <
 
Another update in 3-4 hours to address two issues:
1) Bad objective updates in Lower Guk
2) Untimely macro ends (end of mission) where folks are afk and roaming mobs kill people. Characters will stay in the combat cycle with this upcoming update until the chest is opened and no combat.

[edit]

Update. THis is taking a bit longer than expected.having some troubles getting them to properly exit the macro once the chest is opened. they do stay in combat, but i'd like that to be fixed also before we push the update. also, a slightly modified shroud selection / validation process is being reworked right now which should help bulletproof characters not picking a shroud. it might be another day or two for this push. Its difficult to test when you get 3 chances (cause the lockouts) lol.
 
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Guk... Shaman and Druid (halfling) keep getting stuck in the water on the lower ledge.
And enchanter on spikes in Dguk for some reason just a few times.
Using /nav pause to fix most of the time then they go on their merry way.


and on the bad side.. sometimes they want to return to the spot where I paused the nav.... over and over again. fun times
 
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Guk... Shaman and Druid (halfling) keep getting stuck in the water on the lower ledge.
And enchanter on spikes in Dguk for some reason just a few times.
Using /nav pause to fix most of the time then they go on their merry way.


and on the bad side.. sometimes they want to return to the spot where I paused the nav.... over and over again. fun times
Pausing the macro really doesn't do anything good because of how the static update waypoints are (currently) coded. It's possible they are missing an update and going back for it. we're going to a dynamic update system, but it's still being worked on at the moment. My dev time took a massive hit, so it's taking more time to get updates out.

Re: lguk, where are they sticking? the EE bridge? near Noble? The mesh has been tweaked a few times, but i might just need to make prefer paths for the entire zone to avoid some of this. Did they have lev / dmf?
 
Re: lguk, where are they sticking? the EE bridge? near Noble? The mesh has been tweaked a few times, but i might just need to make prefer paths for the entire zone to avoid some of this.

For me location 988.33, -520.80, -139.20 I seem to always get a toon or 2 stuck there. Someone else thought it might be because the toons bump each other higher and lower and they hit the ledge and cant proceed. I have found that if you pause the macro and /nav stop then move the toon back and up or down then unpause the macro it seems to run fine. If you move the toon forward before restarting it will usually try to run back and can create problems.
 
For me location 988.33, -520.80, -139.20 I seem to always get a toon or 2 stuck there. Someone else thought it might be because the toons bump each other higher and lower and they hit the ledge and cant proceed. I have found that if you pause the macro and /nav stop then move the toon back and up or down then unpause the macro it seems to run fine. If you move the toon forward before restarting it will usually try to run back and can create problems.
Correct. That spot *is* problematic, partly due to how MQ2Nav handles water. there is not a whole lot we can do for that spot. Levox was fiddling with the mesh with... mixed results. If we could get more predictable results with /moveto, we could use that for that point to safely "bridge the gap" there and have things going. unfortunately we had a mixed bag of results there with toons sticking on other things instead. The only sure fire way would be to implement a forced recorded advpath, requiring another file for users to 'install' for the path. and god forbid someone pauses and misses that part ofd the code.

I'm curious which point @Damsen was referencing. I did notice one toon stuck in lguk on the EE bridge the other day, so doing a prefer path might help that piece.
 
I'm curious which point @Damsen was referencing. I did notice one toon stuck in lguk on the EE bridge the other day, so doing a prefer path might help that piece.
I have had a problem on the bridge once or twice. After the eye is dead they guys are running across headed to priest crusader, get someone gets agro while on the bridge and then everyone runs to the wizard. If the wizard is on that bridge at the time they bump each other around and then someone gets stuck.
 
Tempus and I have tossed around the idea of figuring out a way to have chars not stop in certain areas and keep moving forward, even with aggro. That is one good example and the rock trap in SolB is another. I still laugh at the person who's group stopped there to med...gets me every time.

I had some personal stuff over the last few days to take care of so haven't been around as much, should be back to normal soon.
 
TempusX updated Old Man Mckenzie - Group Macro Beta with a new update entry:

Updated Group Macro. New Raid Macro!

Okay. So here we go. THe group Macro is "updated" and will hold a user in a combative state until they open the chest at the end. It should cause everybody to /end with some flavor text in their MQ window. Personally, I'm 3/3 and 4/2 on this happening. Nonetheless, they will stay in combat if your ass is busy watching TV at a chest and havent opened it and repops come by.

Onwards:

Raid macro beta is added to the fun. Levox and I have been using this for, quite some time actually...

Read the rest of this update entry...
 
This is probably just me, but will you add these commands for the raid like you did for the group to the "instructions" tab? I pin the group ones so I can copy/paste as needed in game.
 
Not sure if I broke something... but I am unable to get the Cursed Guk task to work properly since this morning. Worked yesterday afternoon just fine (cept the part about under water and toons keep running back to savant when prepping for ghoul lor, which both already been mentioned above)

when I type /dggae /mac omm_grp dguk, script will only activate on the toon I typed the command in. I tried using /bcaa //mac omm_grp dguk and it was the same thing. Only that character will select a monster everyone else just stood there.

Didn't have any issues with naggy or lguk. Those macros ran just fine.

**Update**

It worked after I unloaded mq2dannet, rebooted my pc, logged all my toons in, and reloaded mq2dannet.... Not sure what happened and Im tech challenged lol
 
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I keep getting full crashes from having AFNUKE and AFHEALS running. I did a /bcaa //nuke off and a /bcaa //heals off to try and help that. just my 2 cents.
 
I keep getting full crashes from having AFNUKE and AFHEALS running. I did a /bcaa //nuke off and a /bcaa //heals off to try and help that. just my 2 cents.

Good info. I dont use either plugin, so if folks are running into issues with other plugins (I have a very slimmed down set i use), please post and we can see what might be causing the issues.


Not sure if I broke something... but I am unable to get the Cursed Guk task to work properly since this morning. Worked yesterday afternoon just fine (cept the part about under water and toons keep running back to savant when prepping for ghoul lor, which both already been mentioned above)

when I type /dggae /mac omm_grp dguk, script will only activate on the toon I typed the command in. I tried using /bcaa //mac omm_grp dguk and it was the same thing. Only that character will select a monster everyone else just stood there.

Didn't have any issues with naggy or lguk. Those macros ran just fine.

**Update**

It worked after I unloaded mq2dannet, rebooted my pc, logged all my toons in, and reloaded mq2dannet.... Not sure what happened and Im tech challenged lol

Odd that unloading dan fixed it. Right now, the leader uses Dan to assign tasks to each person. So it is possible that maybe they werent discovering each other for a moment, and the reload fixed it. We tried a random shroud selection option, since they are auto it shouldnt matter who is what class. But there were other issues there.
 
Release Old Man McKenzie - Group Macro Beta

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