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Release Old Man McKenzie - Group Macro Beta 1.15

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Is that the DoTarget.ID message, @TheFiddler? If so, it doesnt matter, the macro should run fine. Im sure theres a solution some where, but for me it didnt really matter. :)
 
Even when I just sit there at the entrance for 5 to 10min... the toons do nothing save for mage makes the pet.
Don't have time to try again but will later... I'm curious to know if you move forward or do anything manually. My understanding was it would do it for you but as there was no movement, it seems broken.

IF I get any better info, I will post it. I was super tired last night when I stopped trying to beat my head against it.
 
ive been having issues with this selecting targets... when i choose the targets for it, it seems to be doing ok, but im only doing the first mission

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I'm not 100% sure what you are doing Myysterio but the Spawn member is referring to your "GroupAssistTarget". If I had to guess it's because you didn't set an MA.
 
I used to run this with 3 characters all the time, and now they get wiped every-time..

My re-start trick was to pause them all when they died, re-enter and the unpause.. which works mostly, except for naggy mission, it sends the pet down to the king and it is all over.. this is an observation as I know this is not a pick up where you left off kinda macro..
 
ive been having issues with this selecting targets... when i choose the targets for it, it seems to be doing ok, but im only doing the first mission

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Make sure that "ALL" of your xtargets are set to auto on any character exhibiting this. This would always happen on my healer characters that i had pre-set raid heal targets for. The Macro pre clears maybe the first 6-8 xtar slots but if you have any set far down the list it won't automatically set them to automatic.
 
I don't know the proper way to do this kind of thing, but I saw this noticed the bugs and wanted to do what I could to improve it.
1. Will no longer will spam you with the "DoTarget" issue.
2. MA will attempt to navigate to their target if not within line of sight.
3. Allows you to restart the macro inside or outside the instanced even when you still have the task. This does however have you walk back through the dungeon from the beginning.
4. Attempted to get across the lava in solb safely. Only tested once so far and one character of 6 still didn't make it across.


I fully expect there to be some bugs still, but I wanted to make this macro a smoother experience for anyone wanting to use it.
 

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I don't know the proper way to do this kind of thing, but I saw this noticed the bugs and wanted to do what I could to improve it.
1. Will no longer will spam you with the "DoTarget" issue.
2. MA will attempt to navigate to their target if not within line of sight.
3. Allows you to restart the macro inside or outside the instanced even when you still have the task. This does however have you walk back through the dungeon from the beginning.
4. Attempted to get across the lava in solb safely. Only tested once so far and one character of 6 still didn't make it across.


I fully expect there to be some bugs still, but I wanted to make this macro a smoother experience for anyone wanting to use it.
Great job! Looks good. I just ran through OMM but I'll give it a test tomorrow.

Up untill now I've used an /endmac for navigating the lava manually, but I'll give yours a whirl as well :)
 
1. Seemingly got the lava path to work more consistently.
2. Added an optional argument for the macro to start the run at a specific step. The macro shows you what step it's taking so can use that as a reference. Ex: "/mac omm_grp naggy 5"

Didn't have time to check 2 with the the guk instances yet. But should work just the same. I also encountered, or created, a bug that seems to break the for loop in solb after crossing the bridge for some, but not all, group members. I can't seem to find why this is happening atm, but with the implemented 'leave where you left off' feature, you can circumvent this.
 

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koredan -
Thank you for taking some time to fix this. I've unfortunately had little to no time to actually sit down, figure out what the hell I was doing, and find a better way to implement this. There's been several ideas posted to me, and while I'd like to implement/fix and make this better, time to re-learn the mq code and make it work again, better, is something i just do not have.

The lava and water in guk is absolutely awful to navigate through. Levox and I spent two weeks hammering these out until they worked perfectly for us. When we released this, the water and lava worked 98% perfectly. Unfortunately many others had problems we couldn't replicate and I was (am?) too stubborn to simply use advpath to have a pre-recorded path to follow for those spots. It might be the better route.
Speaking of better, I'd almost wager that a Lua that handles this would be best, but I'm not smart enough to make that a thing. This macro was a product of being stuck in a covid hotel quarantine for 14 days and nothing else to do. Plus a lot of caffeine and little sleep.

Seriously, thank you for the updates to it. I need to check your code vs mine for the changes, But if there's someone willing to work on this, I'm definitely open to allowing it.
 
koredan -
Thank you for taking some time to fix this. I've unfortunately had little to no time to actually sit down, figure out what the hell I was doing, and find a better way to implement this. There's been several ideas posted to me, and while I'd like to implement/fix and make this better, time to re-learn the mq code and make it work again, better, is something i just do not have.

The lava and water in guk is absolutely awful to navigate through. Levox and I spent two weeks hammering these out until they worked perfectly for us. When we released this, the water and lava worked 98% perfectly. Unfortunately many others had problems we couldn't replicate and I was (am?) too stubborn to simply use advpath to have a pre-recorded path to follow for those spots. It might be the better route.
Speaking of better, I'd almost wager that a LUA that handles this would be best, but I'm not smart enough to make that a thing. This macro was a product of being stuck in a covid hotel quarantine for 14 days and nothing else to do. Plus a lot of caffeine and little sleep.

Seriously, thank you for the updates to it. I need to check your code vs mine for the changes, But if there's someone willing to work on this, I'm definitely open to allowing it.

That lava was awful. I tried getting everyone to follow the same path, but the wizard/gnome would constantly still fall in the lava. I ended up with one person doing the path and everyone else using /afollow. This seemed to get them all across while also seemingly temporarily ignoring agro. I still want to go over the guk ones.

I would need to figure out how to create a Lua if I wanted to convert it into one. But I do see the benefit of doing one. I'm generally not great at creating new code, but decent at modifying existing code. If I figure out how though, I may look into it.

would this work with 4 toons?
I haven't tested with 4 toons, but can say they don't survive well with 3. Though with my implemented ability to continue where you left off, it might be possible.
 
1. Seemingly got the lava path to work more consistently.
2. Added an optional argument for the macro to start the run at a specific step. The macro shows you what step it's taking so can use that as a reference. Ex: "/mac omm_grp naggy 5"

Didn't have time to check 2 with the the guk instances yet. But should work just the same. I also encountered, or created, a bug that seems to break the for loop in solb after crossing the bridge for some, but not all, group members. I can't seem to find why this is happening atm, but with the implemented 'leave where you left off' feature, you can circumvent this.
Ran your version side by side with the OG one, and I have to say; this is running very quickly. I'm assuming that's because of how everyone runs to the mobs instead of letting the pets take care of business.

Per as of now; group on your macro is prepping for Djinn, whilst the other group on the old macro just finished Stone Spider.

Lava navigation looked extremely weird, but in the end they all managed to cross over.

Great enhancement, koredan!
 
Tried the updated version from koredan, but still unfortunately getting lava stuck in sol b. It looks like the characters are all staring down, which would of course make it so they just swim to the bottom, but trying to manually adjust the view seemed to break things (when I caught it) - or they were already broken.
 
Yeah after running it for a few days, there are a few scenarios we'd have to think about.

Regarding moving the characters to where the fights are happening; there's been a few times now where theyve charged after the guano-dude, ending up in the lava -- and then they run the long way around, pulling imps and death beetles and everything in its path to get back to the group/main fight -- ending up in a wipe.

Though its all solvable with the addition of the restart, of course.
 
Even when I just sit there at the entrance for 5 to 10min... the toons do nothing save for mage makes the pet.
Don't have time to try again but will later... I'm curious to know if you move forward or do anything manually. My understanding was it would do it for you but as there was no movement, it seems broken.

IF I get any better info, I will post it. I was super tired last night when I stopped trying to beat my head against it.
Hey, not sure if you tried. Run the macro on every toon.
 
Yeah after running it for a few days, there are a few scenarios we'd have to think about.

Regarding moving the characters to where the fights are happening; there's been a few times now where theyve charged after the guano-dude, ending up in the lava -- and then they run the long way around, pulling imps and death beetles and everything in its path to get back to the group/main fight -- ending up in a wipe.

Though its all solvable with the addition of the restart, of course.

A couple challenges I had, when I first thought through, was that initial buffing routine, it takes a fair bit of time to buff everybody up, med the mana back, and then start rolling. and some would charge off before others. Im still not exactly sure how I'd speed that up, sans going buffless.
As for navving to spawns, a lot of times (like crusader spawns) I did not want them to nav out to the mezz because they'd likely end up with a lot of adds in camp to content with, and no tank. relying on mez and pets. it was more designed as a "Lets just slog through this since it is 'monitored'" than it was made for being fast. because then yeah you run into issues of lava, water etc and those are problems on another level
 
A couple challenges I had, when I first thought through, was that initial buffing routine, it takes a fair bit of time to buff everybody up, med the mana back, and then start rolling. and some would charge off before others. Im still not exactly sure how I'd speed that up, sans going buffless.
As for navving to spawns, a lot of times (like crusader spawns) I did not want them to nav out to the mezz because they'd likely end up with a lot of adds in camp to content with, and no tank. relying on mez and pets. it was more designed as a "Lets just slog through this since it is 'monitored'" than it was made for being fast. because then yeah you run into issues of lava, water etc and those are problems on another level
Yeah there's a bit of give and take -- would you rather go slow and safe or fast and prone to errors.. I'll keep testing the new one; maybe we can try and add in a few conditionals where we know there are issues.
 
requesting updates to mana check routine on self. shm and dru doesn't always sit to med and entire group waits for them to get to full before moving on
lguk/dguk work relatively well
solb could use some work. there are places where the barb shm gets stuck if not shrunk (death beetle spot) and the entire group needs to page up before trying to cross the lava

overall awesome macro
 
I haven't fully tested this version.

- Attempting to use /afollow to get across lava. This could potentially break if server ticks gets you agro before you get across.
- Attempting to use /afollow on group leader to get past hump in water in dead side guk
- Killing pets in areas where named were out of reach of nav so that they'll come to the group. (Send non mage pet in future update so named doesn't get rooted?)

The pet pull may help the guano harvester get to you instead of you trying to get to it. The pet pull currently just delays in order to attempt to give the pets time to get to the mob and then for the mob to get to the group. So the characters will just sit there while they're getting hit for a bit.
 

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Old Man McKenzie Group Macro, by TempusX and Levox

Be gentle, this is my first macro I've written that is actually useful and (for me) relatively involved. This is a public "Beta" in that it will complete all tasks without fail, but there are some known issues we're aware of and looking at fixes for. Those issues DO NOT result in failures of the tasks. We'll be streamlining the code also as we go. Further, there will be a hands-on raid macro coming shortly after we optimize it.

Installation:
the 'omm_grp.mac' file in your Macros folder
the 'gukbottom.navmesh' file goes into your MQ2Nav folder - you'll need to overwrite the RG launcher version of the guk mesh for now.

*NOTE* - Back up your current guk mesh if you want. Ours is not in the RG repository yet, but Levox fixed a LOT of pathing problems (including in the water tunnels) to make this work smoothly.

All testing was completed with a 6 man group. The minimum required is 3 (Default classes will be SHM MAG ENC) and groups of 3 are currently untested (ie you might die in some places).

Expectations:
This macro will expect you to have MQ2Dannet, MQ2Moveutils, and MQ2Nav loaded (plus the included gukbottom navmesh).
It expects you to provide one parameter to determine your chosen instance. Options are: naggy, lguk, dguk to correspond to
the solb, lower guk, and cursed guk instances respectively.
You are expected to be in POK to run this, and all characters must run the macro.
You will need to open and assign loot from the chest at the end. The rest you should "monitor" and be present for.

Known Issues:
There currently is a known issue with the mage shroud not "updating" itself at the designated checkpoints. This causes the mage to very late, run back through the instance to get the locational "updates". We're working on a solution. It will not fail your task, but it's annoying.

There is no "run back" feature if you die. However in testing of some 50-70+ runs, there have been no deaths or anything close to a death.

Also there is no "restart" feature for the macro if you need to restart mid mission (yet!) because you crashed, decided to end, etc.


Notes: I'd like to thank CWTN, MaxD, Kaen, and Hytiek (and if I missed someone, im sorry!) for helping me wiggle through a few items I ddnt understand how to code, and suffering my very incessant line of questions while I was developing this. You guys are awesome!

If you have any issues, problems or otherwise, please post back what you were doing when you had the issue, the error message, etc so we can fix things. thanks!
Does this always show up in the launcher as Group Macro Beta even if you download the raid version? And if you are raiding and someone is using 5 Necros and 1 mage do you as the 2nd person in the raid use 1 Necro and 5 Mages?
 
Does this always show up in the launcher as Group Macro Beta even if you download the raid version? And if you are raiding and someone is using 5 Necros and 1 mage do you as the 2nd person in the raid use 1 Necro and 5 Mages?
I know nothing about how it works in the Launcher - that's a function I don't ever use. I just hand jam macros/Lua I use from their RG page and hope for the best.

For the raid, it (should) make 5 mages and the group leader becomes a necro for any fd split pulling you need to do. The earth pets tank pretty well for this mission. The resource is actually two different files, the omm group and omm raid macros, plus associated navmeshes.
I never made a "raid" version of the naggy/vox macro, because it was written "in era" on our TLP where the gear was valuable for alts as legit upgrades, so people ran 6 man killsquads to maximize the loot they were getting. Taking 12-18 toons into one raid actually reduced the amount of loot received. For raids wher eyou just want to unlock the item onv endor, yeah take whatever you want. If you're going to have 12 toons fighting over it, it's only really setup for mages and necros, so fillt he gap appropriately.
 
I know nothing about how it works in the Launcher - that's a function I don't ever use. I just hand jam macros/lua I use from their RG page and hope for the best.

For the raid, it (should) make 5 mages and the group leader becomes a necro for any fd split pulling you need to do. The earth pets tank pretty well for this mission. The resource is actually two different files, the omm group and omm raid macros, plus associated navmeshes.
I never made a "raid" version of the naggy/vox macro, because it was written "in era" on our TLP where the gear was valuable for alts as legit upgrades, so people ran 6 man killsquads to maximize the loot they were getting. Taking 12-18 toons into one raid actually reduced the amount of loot received. For raids wher eyou just want to unlock the item onv endor, yeah take whatever you want. If you're going to have 12 toons fighting over it, it's only really setup for mages and necros, so fillt he gap appropriately.
Thank you sooo much for answering!!!
 
I haven't fully tested this version.

- Attempting to use /afollow to get across lava. This could potentially break if server ticks gets you agro before you get across.
- Attempting to use /afollow on group leader to get past hump in water in dead side guk
- Killing pets in areas where named were out of reach of nav so that they'll come to the group. (Send non mage pet in future update so named doesn't get rooted?)

The pet pull may help the guano harvester get to you instead of you trying to get to it. The pet pull currently just delays in order to attempt to give the pets time to get to the mob and then for the mob to get to the group. So the characters will just sit there while they're getting hit for a bit.
You're an absolute legend for updating this. Here's to hoping this can help with the lava part. I've ran into the little water hump in dguk, but only once. The lava in the solb is a huge pain in the ass though, almost always requiring some manual intervention. However, thanks to your ability to start at a specific step, it has still been pretty consistently great.

EDIT:
Successfully made it across the lava by itself without dying and without and manual intervention for the first time. I'm not sure if there was just a server tick issue, but it missed noxious spider/death beetle step. Will clarify next cooldown if this is recurring.

EDIT2:
This is my next day runs and I wasn't fully paying attention but something with the use of /afollow got the team split and killed on dguk. Not sure if this is the best solution, seems to be causing more issues than it is fixing. I am running it through again to troubleshoot right now.
 
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Okay, so after some testing it seems the issue is that you need to be toggling off afollow after the hump in the water or else there's an issue with the script recognizing it's achieved a step when the nav is unable to reach it's destination. This solution seems to be working good on solb but as is, I had to manually /dgae /afollow to fix it after the water. Would suggest people use the Nov 18th release until this is fixed.
 
Okay, so after some testing it seems the issue is that you need to be toggling off afollow after the hump in the water or else there's an issue with the script recognizing it's achieved a step when the nav is unable to reach it's destination. This solution seems to be working good on solb but as is, I had to manually /dgae /afollow to fix it after the water. Would suggest people use the Nov 18th release until this is fixed.
Added turning off afollow after getting to bedroom in dguk.
Added a med session after getting across the lava. Had a run where they were out of mana before attempting to med again.

Don't remember if I had added anything else, but these were two issues I recently ran into.
 

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Latest release has the scripts running the best I've seen yet. Unfortunately, they broke OMM yet again with the latest patch so I was only able to use it for a couple days but it was working great.
 
I tried using this, works great up until you kill the noble. My group just sites there, task doesn't update, and "Moving to Noble" is just spammed on my screen. Any suggestions?
 
I tried using this, works great up until you kill the noble. My group just sites there, task doesn't update, and "Moving to Noble" is just spammed on my screen. Any suggestions?

It's a current bug with the missions (all monster missions?). The tasks don't update from any kills.
 
It's a current bug with the missions (all monster missions?). The tasks don't update from any kills.
Yea after doing some reading around, I guess since the persona patch broke the monster missions. I bet they used the shroud system or the MM system to make persona's lol
 
When I used it, it was mainly for controls once you got inside and getting your guys back in when they die. This was 2 weeks ago for raiding. I basically grab the quest, chose my classes then ran the mac.
 
HOTKEYS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Xtar 1
/bcga //xtar 1
/bcga //pet attack

Xtar 2
/bcga //xtar 2
/bcga //pet attack

Xtar 3
/bcga //xtar 3
/bcga //pet attack

Xtar 4
/bcga //xtar 4
/bcga //pet attack

Lava Bolt always focus dps on tar 1
/bcga //xtar 1
/bcga //alt act 2676

Invise self
/bcga //keypress esc
/bcga //keypress f1
/bcga //alt act 2860
 
Curious if the nav mesh included in this script's download was ever merged into the main Redguide's mesh repo, or if its still required to manually install it?
 
Can free to play accounts help raid?
I only ask because after days of trying 1 group feels pointless. I usually run out of bone chips for my group leader about the same time I split Naggy.
 
Curious if the nav mesh included in this script's download was ever merged into the main Redguide's mesh repo, or if its still required to manually install it?
I did these 2 weeks ago to unlock the rez stick at vendor, my experience is that the mesh repo does not have this merged. As at the lava every time you would get stuck. I would just pause manually move the guys across and then un-pause. (but I only needed to do each mission/raid once for the unlock)
 
Can free to play accounts help raid?
I only ask because after days of trying 1 group feels pointless. I usually run out of bone chips for my group leader about the same time I split Naggy.
Yes FTP can do the raid.
Each Toon MUST do preflags kill 8 raids Discord tower is pretty simple i do that one. Once done these toons can select a Class to play on VOX/NAGGY raids
You will have to beat NAGGY to request VOX. VOX is the REZ STICK Raid. if you know someone that has beaten NAGGY they can request VOX and all your toons can raid.
Only the Requester is required to have beaten NAGGY
 
Can free to play accounts help raid?
I only ask because after days of trying 1 group feels pointless. I usually run out of bone chips for my group leader about the same time I split Naggy.
Naggy is a bit tougher than VOX.
I put some hotkeys up for you that will make it easier for both fights.
4 different targeting by /xtar. this is to send pet and build agro on 4 different mobs that way if a pet dies that mob comes after you.
you must make sure that all pets build agro on Naggy or Vox first. then move through the adds. once you have agro focus on the adds get them dead.
every time a pet dies or before a pet is about to die cast your pet spell. if the cast is going to end before your pet dies then hit leave to kill your pet bc the cast is a long cast.
once you get that pet back up run through the targeting hotkeys again to build agro. Then send all pets on the lowest add.
pets are going to die and you need to make DAMN SURE you put new pets on the named and cycle through the adds to build agro.
 
Release Old Man McKenzie - Group Macro Beta

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