• 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

Bug - Pet Pull in Camp Mode gets stuck if mob moves out of camp range

Joined
Nov 7, 2005
RedCents
1,334¢
I found an edge case in using pet pull on my mage.

If mob that is about to be pulled moves "slightly" out of camp range, the pet pull logic gets stuck.

Example - 122 Mage, Roles: Puller, Main Assist, Main Looter,
Active Mode: DPS
Config Type: Live
  • Hunt from Player - On (on/off did not make difference)
  • Max Move Time - 5 - maybe I should adjust this ? - will play with this if it might help, EDIT: it seems it does
  • Max Path Range - 1000
  • Pull Radius (Camp) - 600 - Group Camp is active so this mode should be active right?
  • Pull Radius (Farm) - 90 - presumably does not matter
  • Pull Radius (Hunt) - 500 - presumably does not matter
  • Pull Z Radius - 50 - should not matter on flattish terrain
Initially roaming mob would be say 590 from camp and so pet pull logic is initiated by the mage. While mage starts moving with the pet, the mob also moves.
This causes mage to stop before pet can lock on aggro.
  • So mage would remain around 400 from camp, roaming mob would move to 610 from camp
  • You see that mob is about 205 from the mage and pet is trying to attack it to no avail.

This is related that pets can't attack beyond a certain distance - I think 200?

So the puller PC is inside the camp range, mob has just moved outside the camp range, the pet keeps trying to attack but is too far to acquire aggro.

Usually this is resolved by another mob aggroing the Puller.
The good news is that then mage returns to the camp with the newly aggroed mob and pet returns as well.
The bad news is that it is a bit dangerous for a lone mage wandering around waiting for aggro :)

Much better would be if pulling logic would determine that mob is too far gone for a successful pet pull and would just reset the pull and let the puller back to the camp to try again.

If the roaming mob moves way far - like 1000 out the pull does reset and mage returns to camp along with the pet. It is when the mob is somewhat close to edge( ahem ) of pull range that the problem appears.

Is it possible to adjust this logic in pull section somewhere?

So should I adjust Max Move Time or is there something else to adjust?

EDIT: I know pulling code has historically been one of the hardest. How about option to pull with Spell/Ability such as Malosinea line AA?
 
Last edited:
Starting from the back.

You are free to customize your config to add any pull ability you would like.

Your max path distance is 1000. Try lowering that.
 
Bug - Pet Pull in Camp Mode gets stuck if mob moves out of camp range

Users who are viewing this thread

Back
Top
Cart