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Release Old Man McKenzie - Group Macro Beta (1 Viewer) 1.15

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Any chance to get the raid macro modified for the possibility of choosing the numbers of necros,? so that we could, in theory run two groups during one raid? (6 mages and 6 necros) The issue I am having the most trouble with is I run out of mats for my mages (I clearly am learning this) and by the time I get Naggy I only get 4 or 5 pets out and I lose due to lack of pets. Either that or if someone knows how to get more pet mats in the instance please share! Thanks for all this though, its been great!
 
Love this macro! Thank you for adding raid commands to the instruction tab :) I do the group ones OK but I'm still learning raid versions (I'm pretty terrible). This makes it a bit easier to get the event down tho! THANK YOU!
 
Any chance to get the raid macro modified for the possibility of choosing the numbers of necros,? so that we could, in theory run two groups during one raid? (6 mages and 6 necros) The issue I am having the most trouble with is I run out of mats for my mages (I clearly am learning this) and by the time I get Naggy I only get 4 or 5 pets out and I lose due to lack of pets. Either that or if someone knows how to get more pet mats in the instance please share! Thanks for all this though, its been great!

I'll take a look at setting up for raid support. At this time, I don't have enough characters to begin testing raid functionality though so it'd be a shot in the dark.

For msn success though, both naggy/vox, its best to plow one giant at a time and kill non named first in groups. For naggy, if you get him solo, park mages in the square room and park pets around the corner in that hallway. face pull naggy through the door and the moment hes in the hallway, send pets. they avoid fear/ae this way. Vox is similar with the cubby behind herm except you will need to dodge her fear and run past her back back pets off (/dggae /pet back -- a lot) til they are int he cubby and she isnt and they hit her through the wall. can expend a max of 6 pets per toon that way.

My advice, if ou have 12 toons, is practice the positioning, then run each through separately to double your drops/resale items.
 
Love the macro but just tried out the group missions with the latest omm_grp.mac and it failed on the Cursed Guk run. I looked into it and there are 2 lines commented out of the main subroutine here is the snippet in question

[CODE highlight="4,6"]
/if (${Task[Ancient Heroes - Cursed Guk].ID}==8203) {
| Buff Up
/if (${Me.Class.ShortName.Equal[SHM]}) /call shrinkUs
| /call buff
| keeping the wizard in place for a moment or two
| /if (${Me.Class.ShortName.Equal[WIZ]}) /delay 20s
/echo Buffing done, waiting for FM
/call canWeGoYet 100
/call dgukRun
}
[/CODE]

as you can see no buffs so things go bad but its an easy fix of uncommenting them and everything works fine.
 
Love the macro but just tried out the group missions with the latest omm_grp.mac and it failed on the Cursed Guk run. I looked into it and there are 2 lines commented out of the main subroutine here is the snippet in question
as you can see no buffs so things go bad but its an easy fix of uncommenting them and everything works fine.

holy shit good catch! Ill get an update for it out. thanks!
 
I dunno how this can be done but is there a way for the mage to cast ds on all the pets as part of the macro? It made raids go quicker and survivability went up when I ran with 4 toons + ds since mobs die faster.
 
I dunno how this can be done but is there a way for the mage to cast ds on all the pets as part of the macro? It made raids go quicker and survivability went up when I ran with 4 toons + ds since mobs die faster.
Shouldn't be terribly difficult to add in honestly. I'll poke around the raid macro for that and give it a go when my raid lockouts are back up.
 
Shouldn't be terribly difficult to add in honestly. I'll poke around the raid macro for that and give it a go when my raid lockouts are back up.
Awesome ty! And if we can add that to the group macro too that would be awesome. Appreciate all your hard work on this, this has been a lifesaver.
 
Tried running the Dguk group version. My toons wont navigate to the evil eye spawn. They send pets to attack and kill him through the wall and then the macro ends. Everytime i run this i get stuck at the same exact spot.

Do i need a special map to run this instance? Please link the map i need and where to install it if so. thanks!

If the macro ends in the middle of the zone obviously everyone stops functioning the way they should and when you try and do a /dggae /mac omm_grpdguk it just says "You have a shared task already. Quit and try again." Is their anyway to restart the macro if this happens?

I'm really trying to get through the group version to get to the raid version so i can use my overseer coins to buy the brews to get rez sticks for my healers.
 
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Do i need a special map to run this instance? Please link the map i need and where to install it if so. thanks!
Go up to the history tab, and down the the 2020-09-15 version. Inside the zip file there should be a gukbottom.navmesh file. Hope that helps
 
Successfully used this mac to complete all 3 group missions on Sunday and got my clicky rez stick for my shm :) TY soo much for your hard work
 
Awesome ty! And if we can add that to the group macro too that would be awesome. Appreciate all your hard work on this, this has been a lifesaver.
Self buffing their own pets with a DS shouldnt be hard for raid. the group one might be a little different since we're cycling pets of others. I was using that for heals and had limited success healing pets (I had none, lets be real). It's doable but i need to figure out a better method yet. between bad internet (or being down entirely) and working 14+ hour days every day it's been difficult to get after this :(

Successfully used this mac to complete all 3 group missions on Sunday and got my clicky rez stick for my shm :) TY soo much for your hard work

Im glad you like it and got your rez stick! They have definitely made the painful farming easier for rez clicks, gearing (SoD era toons) etc. still buggy, but sure helps! =)
 
Go up to the history tab, and down the the 2020-09-15 version. Inside the zip file there should be a gukbottom.navmesh file. Hope that helps
That did the trick! It ran flawlesly with that navmesh! You may want to move that to the updated download so more people in the future dont miss it aswell.
Now to wait the 8hours+ to run the next one. Great macro!
 
I'll let Tempus incorporate it into the macro since I can't post updates but here is the fix to buff pets with DS (Tempus - you can insert the wait for buffs populated rather than my hardcoded delays from testing). It can be prettied up a bit but it works and a call will have to be added or it can be included in the pet summon/buff area.

INI:
Sub petbuff
/declare i int local 0
   /declare GroupCount int local ${Group.Members}
   /for i 1 to ${GroupCount}
       /doevents
       /if ( ${Group.Member[${i}].Pet.ID} > 1 ) {
            /if (${Me.Class.ShortName.Equal[MAG]} && ${Me.PetBuff[Shield of Lava]}<1 && ${Me.AltAbilityReady[Shield of Lava]} && (${Me.CurrentMana} > ${Spell[Shield of Lava].Mana})) {
                /tar id ${Group.Member[0].Pet.ID}
                /alt act ${Me.AltAbility[Shield of Lava].ID}
            }
            /tar id ${Group.Member[${i}].Pet.ID}      
            /delay 2s
            /if (${Me.Class.ShortName.Equal[MAG]} && !${Target.Buff[Shield of Lava].ID} && ${Me.AltAbilityReady[Shield of Lava]} && (${Me.CurrentMana} > ${Spell[Shield of Lava].Mana})) {
                /tar id ${Group.Member[${i}].Pet.ID}      
                /delay 1s
                /alt act ${Me.AltAbility[Shield of Lava].ID}
                /delay 2s
            }
        /delay 2s
        }
|       /echo going to next group member
   /next i
/return
 
TempusX updated Old Man Mckenzie - Group Macro Beta with a new update entry:

Raid/Group Macro v1.15 Updates

Small updates to the macros for v1.15. they are semi tested with more tweaks to come.

Group Macro:
- Fixed pet healing. If they are within 100 units of the pet and udner 80% they will actually heal the pets now. Hooray.
- DS Buffing. The mage should DS buff the group pets... occasionally. It isn't consistent right now. but it's working sometimes.

Navmesh:
Navmesh for lguk/dguk is included in the newest version now.

Raid macro:
Mages (not the group MA) will buff their pets with DS now...

Read the rest of this update entry...
 
I've run naggy group 3 times and it's always failing at the lava portion before Djarn. All toons nav into the lava when trying to run to the imp protectors and the macro ends. I have all the appropriate plugins running. Not sure what's up!
 
I've run naggy group 3 times and it's always failing at the lava portion before Djarn. All toons nav into the lava when trying to run to the imp protectors and the macro ends. I have all the appropriate plugins running. Not sure what's up!
Are you running with 6? Do you have DMF? What is the instance time remaining when you get there? They move over the lava with a /moveto command, not mq2nav due to some mesh issues, so if they are trying to /nav then something is wrong.
 
So i attempted the naggy raid version last night with 6 toons. It was absolutely horrific. No way in hell I was going to come even remotely close to making it to nagifen. Just trying to navigate everyone to the giants was a terrible even with /dggae /invis to invis all toons to get there. The giants tear through the earth pets. Has anyone completed the raid events with just 6 people? I dont think that is even possible sadly.

Also, One bug i encountered. When a mag's pet dies and they no longer have a pet they just began spamming the DS on the other mages pets none stop in the middle of a battle. Super frustrating they wouldnt just make a new pet and get back onto the main assists mob.
 
So i attempted the naggy raid version last night with 6 toons. It was absolutely horrific. No way in hell I was going to come even remotely close to making it to nagifen. Just trying to navigate everyone to the giants was a terrible even with /dggae /invis to invis all toons to get there. The giants tear through the earth pets. Has anyone completed the raid events with just 6 people? I dont think that is even possible sadly.

Also, One bug i encountered. When a mag's pet dies and they no longer have a pet they just began spamming the DS on the other mages pets none stop in the middle of a battle. Super frustrating they wouldnt just make a new pet and get back onto the main assists mob.

I regularly kill vox and naggy with 6. my personal best was with 3 living mages and an atrocious pull. It's not difficult. It's all positioning.

As for the raid macro. Do you have more details? I haven't seen that issue with a pet-less mage buffing other mage pets, but i'll review the code and make sure there is a check for that. The raids are 100% meant to be driven by hand (the macro assists). What was your issue with /invis? Did it not cast, or? It's regular base game invis so it CAN fail. and will. There is nothing that can be done about that. Giants should kill 1-2 pets per at the most. Usually i engage naggy with 15-16 pets per character in the bags still. it sounds like some of your issue might have just been how you engaged? My first few attempts were... not pretty... until i got more practice at it. Otherwise they do just fine with earth pets.
 
Could you tell us where to position to do Vox, Naggy with 6 toons? thx in advance
 
I regularly kill vox and naggy with 6. my personal best was with 3 living mages and an atrocious pull. It's not difficult. It's all positioning.

As for the raid macro. Do you have more details? I haven't seen that issue with a pet-less mage buffing other mage pets, but i'll review the code and make sure there is a check for that. The raids are 100% meant to be driven by hand (the macro assists). What was your issue with /invis? Did it not cast, or? It's regular base game invis so it CAN fail. and will. There is nothing that can be done about that. Giants should kill 1-2 pets per at the most. Usually i engage naggy with 15-16 pets per character in the bags still. it sounds like some of your issue might have just been how you engaged? My first few attempts were... not pretty... until i got more practice at it. Otherwise they do just fine with earth pets.
Invis worked just fine. Just when it fails and you have a toon on auto run to the rest of the group and a train comes. Reseting everyone and getting back to that point is just mind numbingly disappointing.

I am to the point now that i can all of my 6 chars (currently trying all mages) to the last room. When i try and pull the 2 giants just before the room Naggy is in they always pull Naggy and the other named in the room with them and just completely wipe me. How do you manage to pull those giants with out getting naggy and his buffy to come? I'm sure if i could just manage that split i could handle the rest now... or so i hope.

One big thing i figured out is i had to comeplely do 2 things to make sure this macro was working much better:
1. COMPLETLY remove MQ2AFNUKE. obviously with that running and hitting /nuke did me no good. I may change the code so i can use a different key word to launch nukes. Think i'll just modify the code to be /nuuke :)
2. You have to also do (at a minimum) /heals pause if you have MQ2HEALS on. (this is the same for the group event) or it completely prevents chars from sitting down to med if other chars are low on health bc they keep searching for a way to heal them. Also i think this was the reason why other mages kept trying to cast DS's on other mages pets when theirs weren't up. Runs much better now.
 
Invis worked just fine. Just when it fails and you have a toon on auto run to the rest of the group and a train comes. Reseting everyone and getting back to that point is just mind numbingly disappointing.

I am to the point now that i can all of my 6 chars (currently trying all mages) to the last room. When i try and pull the 2 giants just before the room Naggy is in they always pull Naggy and the other named in the room with them and just completely wipe me. How do you manage to pull those giants with out getting naggy and his buffy to come? I'm sure if i could just manage that split i could handle the rest now... or so i hope.

One big thing i figured out is i had to comeplely do 2 things to make sure this macro was working much better:
1. COMPLETLY remove MQ2AFNUKE. obviously with that running and hitting /nuke did me no good. I may change the code so i can use a different key word to launch nukes. Think i'll just modify the code to be /nuuke :)
2. You have to also do (at a minimum) /heals pause if you have MQ2HEALS on. (this is the same for the group event) or it completely prevents chars from sitting down to med if other chars are low on health bc they keep searching for a way to heal them. Also i think this was the reason why other mages kept trying to cast DS's on other mages pets when theirs weren't up. Runs much better now.
Good to know. I haven't ever used the plugins in question, so that explains some issues for sure.. The raid macro also does not auto med.

It is largely there to buff, make, and send pets. And the whole shroud picking nonsense which is what drove the macro creation to begin with.

As for movement, I move my team all at once. But I use an /afol hotkey for thatthat. I don't nav them through because of invis behind unreliable.

Mr.patate, I did a brief write up in here somewhere. But I can do a picture four each one later if it helps people get a visual idea of where to stand.
 
@TempusX , yeah that would be awesome. Thx in advance.
 
Are you running with 6? Do you have DMF? What is the instance time remaining when you get there? They move over the lava with a /moveto command, not mq2nav due to some mesh issues, so if they are trying to /nav then something is wrong.
I'm running with 6. We do have DMF. I'm not sure on remaining time tbh. I never checked when I got to that spot. I'd guess about 30 min into the instance?
It does look like your macro is coded to have them use moveto but when they move the camera nosedives down and they all go into the lava and run in a corner until they die burning to death. If I move them manually the macro ends.

/if (${fsolb}==11) { | Naving over lava is hard... /delay 2s /tar imp /delay 2s /moveto loc -812 68 -100 /delay 5s /call sendPets /call combatRoutine
 
VOX RAID -

Vox-Plan.jpg

1) Kill Spider at Blue Circle.
2) Kill Giant on other side of wall (just target via map)
3) Move to Giant spawn. (where the group currently is here). Send pets on both Icy Terrors in red circle.
4) Back to Blue Circle
5) DMF Necro. Run to orange "X". Run back down to where group/pets are on map now (Avoid blue circle). Try to FD split. Or Really split and die. Rinse repeat til only vox is left.
6) Re-kill Icy's in red (and inside vox room if needed)
7) Position group at big green X (I have everybody on /afol already here)
8) POsition Necro + necro pet at orange X. (/mqp on). Send pet on vox. It wont go until necro runs around corner and vox will charge. Harmshield necro. run to cubby in black square. while necro is running there, /pet back off A LOT.
9) Run all your mages as a group in room drop pets on vox (probably already are), run them to black cubby also. mash /dggae /pet back
10) setup in cubby the way the green X's and pets are. mash pet back off until vox comes to the cubby as shown in picture. Pets are in hallway hitting through wall. ae doesnt hit them. vox is too far away to hit mages. stand there, wait for her to die.

11) Bonus: You'll probably die a few times working the kinks out of the vox pull/position. I suggest these hotkeys:
/dggae /pet back (on your main driving toon)
/dggae /pet attack ${Target.ID} I use this if I want to force swap targets
/multiline ; /dggae /stand ; /dggae /afol spawn ${Me.ID} nodoor verifyname ${Me.Name} (on your main driving toon)
/dggae /afol off (on your main driving toon)
/dggae /nav spawn id ${Me.ID} (on your main driving toon)

Notes:
Sometimes your mages get feared while running across. If that happens, just break their afol and hit the nav to you key and it'll work itself out.
If you have a pet that decides to run out after vox is positioned, i wont risk letting it bone my event (if she fears it and chases it). so I just /pet leave that one and make a new pet.
When dealing with Giants. sometimes you get a bunch of healers. I've found it easier/faster to balance one giant (a healer) to about 55%, force swap to another giant, and take it to sub 50, where all healer giants will start a CH. Then go back to healer giant at 55, put pets there and /dggae /nuke that sucker to death. 1-2 /nuke rounds fromt he group (be in range, under 30 units) will kill it before it can heal itself since it's locked in a 10sec CH on another giant.

I'll get the Naggy strat up tomorrow. but it's fairly similar to this. Naggy is easier to plow through and easier to position. Vox is faster and (once youget the hang of it) faster in general.
 
NAGGY RAID

naggy_plan.jpg

1) Invis (or plow) to the first purple Circle. Hang out behind the wall, target one of the two giants (sometimes 3). Send pets. Wait til Giants are dead (or help nuke'm down)
2) Slide to second purple circle. Same thing
3) 3rd Purple circle by Tranix, stand at bottom of stairs, send your pets to the FAR WARRIOR (pointed this one out). Also wait til the roamer is closer to Skarlon.
3a) this lets them all pile up on yourpets and not rush the doorway. Give it a few moments and you can run your group up around them to help nuke. The roamer will eventually add.
3b) Kill trash. LEave Tranix for last (and skarlon). Named have a LOT more HP and you lose more pets focusing them first.
4) Kill roamer (if needed) and kill add in Skarlon room (send pets, stand back) then do Skarlon.
5) Med and last purple Circle. If no roamer, send pets to 2 on bridge. wait for pet aggro. then run on up. Nuke down.
6) Light Blue Circle - This is your home until you pull Naggy.
6a) If roamer isnt dead, wait for it to charge you.
6b) if roamer is dead, send pets on the giant the arrow is pointing at. You will get 3. Every time. Let pets murder through the 4 int he room. Med when done
7) Leave group at blue circle. NECRO runs ahead, parks pet at ORANGE "X" by Naggy Doorway (careful of los aggro). Then NEcro runs to ORANGE "X" in square room.
8) Magus (rarely) stops where red arrow points. WHen that happens, (or he is close to that point - is LOS of 2 gaurds), send NECRO PET to blue con fire giant (ORANGE ARROW).
8b) As soon as mobs on xtarget, necro /pet leave
8c) Mobs (Magus + 2 guards) charge necro. Wait to enter square room, then FD. Or HS if FD fails. Have MA send mage pets on 2 giants + magus
8d) SOmetimes you dont get magus but get guards. Same technique to split magus out from naggy but a lot buggier. it's frustrating. -- Alternatively you can do magus + naggy together but screw that.

Naggy Setup:
9) Move group to GREEN "X" in hallway. park ALL pets here with /pet guard
9a) Move group back to GREEN "X" in square room.
10) I use necro, anything works... Run barely to bridge towards naggy room, and immediately run back. it's enough to LOS pull naggy. Wait til Naggy (on map) is where red X is (inside doorway). Send ALL PETS

11) Like Vox, naggy hits pets but no LOS, so no fear no AE etc. stand there. make pets, etc. collect Loot. Win!
 
NAGGY RAID

View attachment 24879

1) Invis (or plow) to the first purple Circle. Hang out behind the wall, target one of the two giants (sometimes 3). Send pets. Wait til Giants are dead (or help nuke'm down)
2) Slide to second purple circle. Same thing
3) 3rd Purple circle by Tranix, stand at bottom of stairs, send your pets to the FAR WARRIOR (pointed this one out). Also wait til the roamer is closer to Skarlon.
3a) this lets them all pile up on yourpets and not rush the doorway. Give it a few moments and you can run your group up around them to help nuke. The roamer will eventually add.
3b) Kill trash. LEave Tranix for last (and skarlon). Named have a LOT more HP and you lose more pets focusing them first.
4) Kill roamer (if needed) and kill add in Skarlon room (send pets, stand back) then do Skarlon.
5) Med and last purple Circle. If no roamer, send pets to 2 on bridge. wait for pet aggro. then run on up. Nuke down.
6) Light Blue Circle - This is your home until you pull Naggy.
6a) If roamer isnt dead, wait for it to charge you.
6b) if roamer is dead, send pets on the giant the arrow is pointing at. You will get 3. Every time. Let pets murder through the 4 int he room. Med when done
7) Leave group at blue circle. NECRO runs ahead, parks pet at ORANGE "X" by Naggy Doorway (careful of los aggro). Then NEcro runs to ORANGE "X" in square room.
8) Magus (rarely) stops where red arrow points. WHen that happens, (or he is close to that point - is LOS of 2 gaurds), send NECRO PET to blue con fire giant (ORANGE ARROW).
8b) As soon as mobs on xtarget, necro /pet leave
8c) Mobs (Magus + 2 guards) charge necro. Wait to enter square room, then FD. Or HS if FD fails. Have MA send mage pets on 2 giants + magus
8d) SOmetimes you dont get magus but get guards. Same technique to split magus out from naggy but a lot buggier. it's frustrating. -- Alternatively you can do magus + naggy together but screw that.

Naggy Setup:
9) Move group to GREEN "X" in hallway. park ALL pets here with /pet guard
9a) Move group back to GREEN "X" in square room.
10) I use necro, anything works... Run barely to bridge towards naggy room, and immediately run back. it's enough to LOS pull naggy. Wait til Naggy (on map) is where red X is (inside doorway). Send ALL PETS

11) Like Vox, naggy hits pets but no LOS, so no fear no AE etc. stand there. make pets, etc. collect Loot. Win!

Thanks so much for write up! Very helpful. Was having problems with one of my toons so i attempted to run this with 5. Got everything down accept for naggy. Kept messing up on the placement and wiped 3 times trying to kill just naggy with the 5 and i just have to give up. Very helpful though! Once i get that 6th player on this should go much smoother. thanks again!
 
Good news and bad news... Ran this with my 5 chars and using TempusX's write up on how to the naggy raid and it was a complete success! Now the terrible news... i had to invite someone to act as my 6th player to request the task. Well I regret to inform you that the task can NOT be completed unless ALL 6 players are at the chest to open it. It locks and wont open to finish the expidition until everyone is present :( That was super upsetting to find out.

Update:
Ran this again with all 6 chars and had complete success with following TempusX's write ups. Trying to split the Vox room can be a major PIA especially with the healer giants. Just keep working the healers down in health and try to keep their HP as closely matched as possible was my best Strategy.

TempusX,
You may want to add your write ups to the initial instruction page to help others trying this for the first time. Aslo something else that really helped (or atleast i think it helped) was that if you look on each of the MAG chars they all have a cloak that has a 1 charge click with a rune to protect them. I clicked that on each MAG before running in through vox room to get to cubby. Made a big difference in survivability! Would highly recommend you work that into your step 8/9 of your Vox raid write up. Maybe also add the pre-requisites in the instruction page so people know how to be flagged for the event? Thanks again for the help! Got my rez sticks for both my shaman and my druid with all my saved up Overseer coins. WOOT!
 
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@TempusX thr group missions work flawlessly. Still trying to get the raids. I was close on Naggy last night. I have never used /dggae commands before this are they only designed to work for one group? Is there any way to get these commands to work for 2 groups? Thanks
 
I am unsure what I am doing wrong, but the only grp member that does anything automated is the leader. I have used it before and it worked fine, now not so fine.
 
I am unsure what I am doing wrong, but the only grp member that does anything automated is the leader. I have used it before and it worked fine, now not so fine.
I had the same issue before, unload mq2dannet, relog, and reload mq2dannet worked for me.

I also noticed that same issue happens when I'm using a VPN, not sure why that is
 
used this macro about 10 times now, havent been able to beat even the first event. My characters decide to shut off and be stupid right as they're running up the ramp to the djinn dude
 
used this macro about 10 times now, havent been able to beat even the first event. My characters decide to shut off and be stupid right as they're running up the ramp to the djinn dude
Added one toon to the group, finished it just fine. Didnt like 4-5 pcs at all.
 
had an issue yesterday with the cursed guk event where my mage just kept running off and killing random mobs and held up the group. Started right before the ghoul lord and went on for nearly 30 mins... I had to kill the event and go kill the boss manually.
 
had an issue yesterday with the cursed guk event where my mage just kept running off and killing random mobs and held up the group. Started right before the ghoul lord and went on for nearly 30 mins... I had to kill the event and go kill the boss manually.
This happens to me from time to time, and usually it's because one of the toons didn't get a location update for the macro (i.e. the rest of the group is at arch magus but one of the toon still thinks we need to go kill frenzy). So I would just do /mqp to pause the macro on the ones that are working, and let the one or two toons run back to get their updates. This usually fixes it once they got them all and caught up with the group.
 
thank you Shadowpanda for keeping top of helping folks with common issues int he macro!

Unfortunately i was without internet for a solid month and couldnt do any dev or testing of the macro in that time. My internet (and free time) are both awful shaky right now. So until I have time to sit and brainstorm better methods to handle the updates for tasks, thats kinda where this is sitting.

The update issue in SOlB at Djarn.. i assume they had a /nav error and /ended. sometimes that happens right before djarn, and i never did figure out why. Shadowpandas method of pausing the rest and letting one idiot run back for the locational update(s) though is spot on and probably the best solution, minus just plowing the last mob yourself. As for sub optimal, it was all made with 6 in mind, unfortunately smaller groups of toons are going to be a mixed bag of luck frankly.
 
Release Old Man McKenzie - Group Macro Beta

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