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Problem - Puller out of melee range

LurkMcGurk

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Joined
Jul 1, 2015
RedCents
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I posted this once before but was never answered as it was part of a larger post and was probably overlooked. But this has become somewhat of an annoying problem leveling low level toons that don't have other pulling tools besides melee.

If the puller is set to pull with melee, it will target a mob and attempt to attack it but if it is unable to immediately melee because the mob moves out of melee range (think skellies walking around on skelly island in OOT) of the puller, it will stand there infinitely attempting to attack the mob that is now halfway across the zone. this will never correct itself and the puller must manually be brought back to the camp and have it's macro reset. In fact, even if another mob attacks the now stuck puller, it will not realize this new mob's aggro and let itself get killed.
 
Post your INI for your solo puller.

Sounds like you need to set return to camp to 1, but if you want to roam kill, start the macro in hunter mode.

Also, the melee pulling problem can happen a lot with moving mobs. Simple remedy is get cheap, crappy throwing weapons, and use those.
 
So there's the ini file. I do have return to camp set and i'm not sure how that would address this issue. To my understanding, return to camp is used as a means to ensure that your puller will return to camp if it ends up exceeding the maximum camp radius. I understand that having a ranged weapon to range pull the mobs is a potential solution, but i'm looking to not have to keep up with a finite pile of ammunition.

Rich (BB code):
[General]
KissAssistVer=8.3.0
Role=pullertank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=25
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=0
EQBCOn=0
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
TwistOn=1
TwistMed=Mana song gem
TwistWhat=4 5
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=0
Buffs1=NULL
Buffs2=NULL
Buffs3=NULL
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=20
[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=55
StickHow=snaproll
AutoFireOn=0
MeleeTwistOn=1
MeleeTwistWhat=4 5
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=0
DPSSkip=20
DPSInterval=2
DPS1=NULL
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Pull]
PullTwistOn=0
PullWith=Melee
MaxRadius=450
MaxZRange=70
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
[Mez]
MezOn=0
MezRadius=50
MezMinLevel=Min Mez Spell Level
MezMaxLevel=Max Mez Spell Level
MezStopHPs=80
MezSpell=Your Mez Spell
MezAESpell=Your AE Mez Spell|0
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
So there's the ini file. I do have return to camp set and i'm not sure how that would address this issue. To my understanding, return to camp is used as a means to ensure that your puller will return to camp if it ends up exceeding the maximum camp radius.

Quite the opposite. Return to camp tells the puller to go back to camp when combat ends, or when various distance checks are triggered.

When maximum camp radius is exceeded, the macro actually turns off return to camp. Which is a problem I see..

Rich (BB code):
CampRadiusExceed=400
MaxRadius=450

You actually want to keep your pull MaxRadius BELOW your camp radius exceed.

- - - Updated - - -

Also, you might increase melee distance. It does not do what you would expect, setting some sort of distance between your character and the melee target mob.. Instead it defines at what distance you will engage in melee with a monster, and also what distance you will watch for adds from your character. It's a bit tricky..

Rich (BB code):
MeleeDistance=55
to
Rich (BB code):
MeleeDistance=75

Good luck.
 
I appreciate the information here about how these things work. I have never had a problem with campRadiusExceed as I don't think my puller has ever ventured far enough. I will change it so the pull radius is within the max radius but am still hoping to find a solution here as neither of these suggestions actually address the problem I am having. I realize the melee distance says 55 and it is a mistake I typically leave it set at 75 but had changed it with the hope that it would help this situation. It did not and you have explained why, which is also appreciated. But what can be done to address the situation in which the puller turns auto attack on while too far away from the mob and will stand there infinitely attacking a mob that is not within it's melee range. Imo this is a blaring problem as I can see this happening with melee pulling on any non-kos mob that pats around (this has been the case in all of these situations for me).
 
Sorry for the delay, I've been really busy with work and life.

I appreciate the information here about how these things work. I have never had a problem with campRadiusExceed as I don't think my puller has ever ventured far enough. I will change it so the pull radius is within the max radius but am still hoping to find a solution here as neither of these suggestions actually address the problem I am having. I realize the melee distance says 55 and it is a mistake I typically leave it set at 75 but had changed it with the hope that it would help this situation. It did not and you have explained why, which is also appreciated. But what can be done to address the situation in which the puller turns auto attack on while too far away from the mob and will stand there infinitely attacking a mob that is not within it's melee range. Imo this is a blaring problem as I can see this happening with melee pulling on any non-kos mob that pats around (this has been the case in all of these situations for me).

The non-KOS pathing mobs is absolutely a PITA. Unless you have some kind of throwing weapon, tag ability, or ranged weapon, you can often "miss" and glitch the pull.

I have also seen times where the puller will stand in the middle of the pull area and get an ass whooping without doing anything in response. It seems to be a problem with the timer expire not triggering return to camp, or halting movement so the puller doesn't return.

Look for this code around like 4,113 in KA 8.3.0:
Rich (BB code):
            /if (${PullTimer}==0 || ${Math.Distance[${CampYLoc},${CampXLoc}]} >= ${Math.Calc[${MaxRadius}*.90]} || ${PullAttempts}>=7 && !${Target.LineOfSight} && !${Select[${Role},hunter,hunterpettank]} || !${Spawn[${MyTargetID}].ID}) {
                /varset PullTempIgnoreList ${Target.ID},${PullTempIgnoreList}
                /squelch /alert add 1 id ${Target.ID}
                /if (${DebugPull}) /echo DEBUGPULL Pull: /echo Adding ${Target.CleanName} ID:${Target.ID} to temp ignore list
                /call PullReset
                /if (${DebugPull}) /echo DEBUGPULL Pull: Done Pulling-Timer expired, Mob unreachable or exceeded max pull radius.
                /goto :DonePulling
            }

Replace that section with this: (**SAVE YOUR KA MACRO BEFORE ALTERING! I HAVE NOT TESTED THIS CODE!**)
Rich (BB code):
            /if (${PullTimer}==0 || ${Math.Distance[${CampYLoc},${CampXLoc}]} >= ${Math.Calc[${MaxRadius}*.90]} || ${PullAttempts}>=7 && !${Target.LineOfSight} && !${Select[${Role},hunter,hunterpettank]} || !${Spawn[${MyTargetID}].ID}) {
                /varset PullTempIgnoreList ${Target.ID},${PullTempIgnoreList}
                /squelch /alert add 1 id ${Target.ID}
                /if (${DebugPull}) /echo DEBUGPULL Pull: /echo Adding ${Target.CleanName} ID:${Target.ID} to temp ignore list
		/moveto mdist 10
		/varset Pulling 0
		/varset Pulled 0
		/varset MyTargetID 0
		/varset MyTargetName
		/varset ToClose 0
		/attack off
                /stick off
		/squelch /target clear
		/if (${DebugPull}) /echo DEBUGPULL Pull: Timer expired or too far from camp, going back to camp.
		/varset ReturnToCamp 1
                /call DoWeMove
                /if (${DebugPull}) /echo DEBUGPULL Pull: Done Pulling-Timer expired, Mob unreachable or exceeded max pull radius.
		/goto :DonePulling
            }

See if that resolves the getting stuck indefinitely problem. After 50 seconds of unsuccessful attempts to pull, it should reset, unless of course the puller macro is getting stuck somewhere else. But you'd need to turn on logging (/plugin MQ2Log followed by /mqlog) and then toggle on debug for pulling (/debugpull). Post the last big of log before you shut down the macro to return your stuck puller, and we can go from there.
 
MaxRadius is automatically set to PullRadius on the puller while pulling if it is higher.
 
Problem - Puller out of melee range

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