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Problem - Pullers, Pullertanks, etc tend to Hang after pull and don't engage combat.

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DriveCrash

Well-known member
Joined
Jul 9, 2015
RedCents
993¢
Pullers, no matter what type, have a tendency to hang after a pull, and sit there with a thumb in the butt. Sometimes this hang can last 30 seconds, until the timer expires and returns a no aggro flag

An example follows:

Rich (BB code):
[2015/07/26 02:43:53] [MQ2] DEBUG DoWeMove:(ReturnToCamp) Distance to camp > 15, MQ2MoveUtils return to camp.

[2015/07/26 02:44:02] [MQ2] Debug ZCheck ZCur: 0.37 ZDiff: 3.10 Enter.

[2015/07/26 02:44:02] [MQ2] Debug ZCheck ZCur: 0.37 ZDiff: 3.10 Exit.

[2015/07/26 02:44:02] [MQ2] DEBUG DoWeMove: Leave

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar 75 Enter (WaitForMob)

[2015/07/26 02:44:03] [MQ2] AddToArray 1628 enter

[2015/07/26 02:44:03] [MQ2] ARRAY Assign >> a bonestitch golem << to AddsArray1.

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar leave

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar 75 Enter (WaitForMob)

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar leave

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar 75 Enter (WaitForMob)

[2015/07/26 02:44:03] [MQ2] DEBUG MobRadar leave

Repeat x 4,000+ lines until:

Rich (BB code):
[2015/07/26 02:44:23] [MQ2] DEBUG MobRadar 75 Enter (WaitForMob)

[2015/07/26 02:44:23] [MQ2] DEBUG MobRadar leave

[2015/07/26 02:44:23] [MQ2] DEBUGPULL WaitForMob /return no AggroTargetID

[2015/07/26 02:44:23] [MQ2] DEBUGPULL PullReset enter

[2015/07/26 02:44:23] [MQ2] DEBUGPULL PullReset leave

[2015/07/26 02:44:23] [MQ2] DEBUGPULL Pull leave Mob ID:NULL

[2015/07/26 02:44:23] [MQ2] CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: puller MainLoop

[2015/07/26 02:44:24] [MQ2] CheckForCombat: Assist/Combat Begin Normal

[2015/07/26 02:44:24] [MQ2] DEBUGCOMBAT Assist Enter

[2015/07/26 02:44:24] [MQ2] DEBUG MobRadar 120 Enter (Assist)

[2015/07/26 02:44:24] [MQ2] DEBUG MobRadar leave

If the puller is needing to tank, or mez, or whatever else it spells trouble. This happens more often than not, and can often last even longer. Up to 30 seconds. Despite playing with camp radius and melee radius values, I have not found a way to resolve this through the INI.
I noticed once MQ enter's this rapid loop, no commands work until it finally exits the loop.. so I started snooping through the KA macro.

The problem seems to be when dealing with large hit box mobs or wide open area's where distances increase. However things start getting out of sync if you increase the camp radius. Primarily the puller will often stop at the edge of the camp radius, which is too far from mercs to assist, or other PC's with lower camp radius settings to engage, instead of returning to near camp center. Because the Puller flag on / off function currently doesn't work (no idea, it just doesn't) the puller will be outside the 2 foot merc healing range, and likely die.
Puller stops on large camp radius's because:
Rich (BB code):
/if (${Select[${Role},puller,pullertank,pullerpettank]} && ${Math.Distance[${CampYLoc},${CampXLoc}]}<=${CampRadius} && !${Medding}) /return
in the DoIMove routine. But that should stay.

I created a PullMobRadar sub for non-LOS checking to resolve some of the hangs. I also added a "Puller engage distance" so the puller returns all the way to camp, but starts adding mobs to the array at a further distance. I have tested this routine for eight hours now, and have not seen the puller hang after a pull. This includes pettankpuller, pullertank and puller.

Rich (BB code):
| ************************* Pull ****************************************|
    /call LoadIni Pull PullWith                 string      "Melee"
    /call LoadIni Pull MaxRadius                int         350
    /call LoadIni Pull MaxZRange                int         50
    /call LoadIni Pull EngageRadius               int	50

and in the pull routine:

Rich (BB code):
| -------------------------------------------------------------------------------------
| SUB: Wait for Mob
| -------------------------------------------------------------------------------------
    Sub WaitForMob
        /if (${Select[${Role},hunter,hunterpettank]} || ${DPSPaused}) /return
        /if (${DebugPull}) /echo DEBUGPULL WaitForMob enter
        /declare WaitTimer timer local 30s
        /if (${Pulled}) {
            /if (${DebugPull}) /echo DEBUGPULL WaitForMob Waiting for mob
            /call DoWeMove
            /delay 60s ${Math.Distance[${CampYLoc},${CampXLoc}]} < ${EngageRadius}
            /if (${ChainPull}) /varset LastMobPullID ${Target.ID}
            /declare FaceTimer timer local 0
            /if (${InvSlot[ranged].Item.Name.NotEqual[${OrigRanged}]} && ${OrigRanged.NotEqual[null]}) {
                /call CheckCasting 50
                /exchange "${OrigRanged}" ranged
            }
            :WaitForMob
                /if (${Target.ID} && ${FaceTimer}==0) /face nolook
                /look 0               
                /doevents
                /call PullMobRadar ${EngageRadius} WaitForMob
                | If NOT chain pulling and multiple mobs in camp. /return
                /if (${MobCount}>=2 && !${ChainPull}) {
                    /call PullReset
                    /return
                } 
                | if target lost somehow add to ignore list and continue pulls
                /if ((!${AggroTargetID} && !${ChainPull}) || ${WaitTimer}==0) {
                    /if (${DebugPull}) /echo DEBUGPULL WaitForMob /return no AggroTargetID
                    /varset PullTempIgnoreList ${Target.ID},${PullTempIgnoreList}
                    /squelch /alert add 1 id ${Target.ID}
                    /call PullReset
                    /return
                }
                /varset FaceTimer 1s
                | I am PULLER or HUNTER with PET TANK            
                /if (${Select[${Role},pullerpettank,hunterpettank]}) {
                    |- Make sure pet is returning to camp with me.
                    /if (${Me.Pet.ID} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${CampYLoc},${CampXLoc}]}>${CampRadius} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${Me.Y},${Me.X}]}>20) {
                        /pet back off
                        /delay 10
                        /pet follow
                    } 
                    | If the mob is within pet attack distance from camp send the pet in to attack
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${PetAttackRange}) /goto :WaitForMob
                    /if (!${PetAttack}) /call CombatPet
                }
                | I am PULLER TANK
                /if (${Select[${Role},pullertank]}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${EngageRadius} && ${Target.Distance}>40) /goto :WaitForMob
                }
                | If I am PULLER and NOT chain pulling
                /if (${Select[${Role},puller]} && !${ChainPull}) {
                    /if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[${MyTargetID}].Y},${Spawn[${MyTargetID}].X}]}>=${EngageRadius}) /goto :WaitForMob
                    /if (${MercOn} && !${MercAssisting} && ${MyTargetID} && ${Mercenary.State.Equal[Active]}) /call MercsDoWhat
                }
                | If I am PULLER and chain pulling
                /if (${Select[${Role},puller]} && ${ChainPull}) {
                    | leave if multi mobs or no mobs 
                    /if (${MobCount}>=2 || !${MyTargetID} || (${Me.XTarget[${XTSlot}].ID} && ${Me.XTarget[${XTSlot2}].ID})) { 
                        /call PullReset
                        /return
                    }
                    /if (${Math.Distance[${Target.Y},${Target.X}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>20 && ${Target.ID}==${Spawn[${MyTargetID}].ID} && ${Me.TargetOfTarget.ID}==${Me.ID}) /echo WaitForMob                 
                }
        }
        |Turn off Puller flag if Soloing with merc
		/if (${Group}==1 && ${Select[${Role},puller]} && ${Group.Puller.Name.Equal[${Me}]} && ${Spawn[=${MainAssist}].Type.Equal[Mercenary]} && ${Spawn[${MyTargetID}].Distance}<=${MeleeDistance}) /call AssignGroupRole unset "${Me.CleanName}" 3 
        /if (${MyTargetID} && (!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${MyTargetID} && ${ChainPull})) /call PullReset
        /if (${IAmABard}) /call DoBardStuff
        /call MercsDoWhat
        /if (${DebugPull}) /echo DEBUGPULL WaitForMob leave
     /return

And the Puller Radar Sub:

Rich (BB code):
| -------------------------------------------------------------------------------------
|   Sub PullMobRadar
| -------------------------------------------------------------------------------------
    Sub PullMobRadar(int CountRadius,atring calledfrom)
        /if ((${DMZ} && ${Me.InInstance}==FALSE)) /return
        /if (${DebugPull}) /echo DEBUG PullMobRadar ${CountRadius} Enter (${calledfrom})
        /declare NMob int local
        /declare i int local
        /declare k int local
        /varset MobCount ${SpawnCount[npc targetable radius ${CountRadius} zradius 50 noalert 3]}
        /for i 1 to ${MobCount}
            /varset NMob ${NearestSpawn[${i},npc targetable radius ${CountRadius} zradius 50 noalert 3].ID}
            /if (${i}>13) /goto :ArrayExceed
            /if (${AddsArray[${i},1].NotEqual[NULL]} && (${Spawn[${AddsArray[${i},1]}].Type.Equal[Corpse]} || !${Spawn[${AddsArray[${i},1]}].ID})) /call RemoveFromArray ${i}
            /if (${MobCount}>0 && ${Select[${NMob},${AddsArray[1,1]},${AddsArray[2,1]},${AddsArray[3,1]},${AddsArray[4,1]},${AddsArray[5,1]},${AddsArray[6,1]},${AddsArray[7,1]},${AddsArray[8,1]},${AddsArray[9,1]},${AddsArray[10,1]},${AddsArray[11,1]},${AddsArray[12,1]},${AddsArray[13,1]}]}==0) /call AddToArray ${NMob}
            :ArrayExceed
       /next i
        | Check if NPC Pet is on Xtarget
        /if (!${MobCount} && ${Me.XTarget[${XTSlot}].ID}) {
           /if (${Me.XTarget[${XTSlot}].Type.Equal[pet]}) /varset MobCount 1
        }
        /if (${DebugPull}) /delay 5 
       /if (${DebugPull}) /echo DEBUG PullMobRadar leave
	/return

I also got the puller flag on off thing working, but that will be another post.

P.s. At the end of MercsDoWhat debug says enter again, instead of leave =P

I'm not sure if these changes will fit all the needs of KA users, but I thought I would let you know what I personally found. Hope it help.
-Drive

- - - Updated - - -

Doh. I meant to post this as a Bug, sorry.
 
I've experienced this issue a few times on different classes using pullertank/petpullertank. I don't remember what I did to fix it on my SK (or if I did at all?), but I haven't seen the issue happen in a about a week or 2.

I will say that my monk never had an issue with pullertank, and would always engage mobs the second he was back in camp. SK and mage on the other hand would sit there, as you say, with their thumbs up their butt just derping while everyone died :P

I know tank code may have been updated in a recent kiss update as they added another mode, but not 100% sure, as I said, if it was something that was changed in code, or if my .ini settings were what fixed the issue.

The most memorable time this happened was when my SK was pulling giant mobs, and like you mentioned, would get it back into camp, and the mob would just beat on the sk for a while until DS got it sub 95 and pets and assists would murder it lol.

I know for a fact, though this also happened when dealing with ogre mobs in west karana, so I'm not sure if its 100% only related to mobs with large hit boxes.
 
I've been able to reduce the problem by choosing very flat camp spots and clearing mob corpses.. but it still happens from time to time. Even on the best pulls in the best conditions the puller takes 3-5 seconds to kick out of puller mode and start assisting or engaging combat. With the changes I proposed (at least in my testing) the puller instantly kicks out of pulling mode when the mobs are in camp. The puller will however wait as the mobs approach.

What started me on this was trying to make my enchanter pull.. got a three top pull and the enchanter just stared off into the sunset while everyone dropped dead around her. Nice. My SK has also done the same thing, but the shaman called him a fruitcake and tanked the mob instead. =P
 
I will add again though that I don't recall this ever being an issue with my monk doing pullertank. Only with my SK and mages using pullertank or pullerpettank, or my SK in tank mode not picking up mobs that are pulled, and same with mage in pettank mode.

I've had my monk do both of the same camps that I remember for a fact this happening (it may have happened other places, just never noticed), and it didn't happen at all. Might be worth mentioning?

Silly mana users!
 
I'm sure it is worth mentioning, and hell the problem may not even be related to the pull code (waitformob mostly), but something in MQ itself. I have no idea.

TBH My "fix" might not be valid at all. I know it works for me, but I have very limited understanding of the code. I also tend to do stupid crap like have a druid tank and a enchanter pull.. soooo you know. Take it with a grain of salt. :)
 
This already exists. Its called MeleeRange under Melee Section
Rich (BB code):
[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=1

but it sounds like you have a whacky campradius.
Post your ini file
 
I'm sure it is worth mentioning, and hell the problem may not even be related to the pull code (waitformob mostly), but something in MQ itself. I have no idea.

TBH My "fix" might not be valid at all. I know it works for me, but I have very limited understanding of the code. I also tend to do stupid crap like have a druid tank and a enchanter pull.. soooo you know. Take it with a grain of salt. :)

If you are trying to tank with casters that's another issue with mq2melee.
 
MeleeDistance controls lots of things, like agro and add radar, but it is not passed to the mobradar from waitformob sub.

Rich (BB code):
 /call MobRadar ${CampRadius} WaitForMob

Changing the MeleeDistance can make my puller or whomever take off into BFE to fight, and I don't want that. I want the puller to come into camp, wait for mobs to get close, start assessing the pull, come out of pull routine and go on to assist/combat.

Adding the other variable lets the waitformob routine finish earlier without messing up camp radius's and what not.. at least in my testing that's what's happened.

Here's my INI:
Rich (BB code):
[General]
KissAssistVer=8.2.8
Role=Assist
CampRadius=20
CampRadiusExceed=500
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=40
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=1
EQBCOn=0
IRCOn=0
MiscGem=1
HoTTOn=0
CampfireOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
Buffs1=Polychromatic Rune
Buffs2=Opalescent Rune
Buffs2=Spellbound Shield
Buffs3=Voice of Intuition|Caster
Buffs4=Hastening of Ellowind|Melee
Buffs5=Guard of Druzzil
Buffs6=Entrancer's Aura|Aura
Buffs7=Illusion: Imp
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=99
MeleeOn=0
FaceMobOn=0
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=4
DPS1=Echo of Tashan|99
DPS2=Desolate Deeds|95
DPS3=Polychromatic Assault|30|Once
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
[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
[Pet]
PetOn=1
PetSpell=Erradien's Animation
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=0
PetBuffs1=NULL
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=1
PetBreakMezSpell=Polychromatic Assault
PetRampPullWait=0
PetSuspend=1
PetToysGave=
[Mez]
MezOn=1
MezRadius=70
MezMinLevel=58
MezMaxLevel=78
MezStopHPs=80
MezSpell=Bewilderment
MezAESpell=Wake of Subdual|4
[Burn]
BurnText=burnit
BurnAllNamed=1
Burn1=Shattered Consciousness
Burn2=Mind Phobiate
Burn3=Polychromatic Assault
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
[Pull]
PullWith=Echo of Tashan
MaxRadius=400
MaxZRange=75
EngageRadius=50
PullWait=0
PullRoleToggle=1
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=3000
CampOnDeath=0
ClickBacktoCamp=1
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=1
MercAssistAt=95

- - - Updated - - -

The biggest thing (I think) Is the separate PullMobRadar that ignores LoS, because why does LOS matter when you have already pulled and are just waiting for arrival? The information from the waitformob routine doesn't seem to be passed to the adds or mez array.. so I couldn't think of anything it would hurt. If I'm mistaken, let me know!

- - - Updated - - -

If you are trying to tank with casters that's another issue with mq2melee.

No, the druid "tank" is just breaking mez, the merc tank is actually tanking the mobs. But the druid isn't pulling, the mage and enchanter both have. But this also happens on my SK, my Necro, and any other class I pull with (Never MQ pulled with my monk.. for some reason MQ isn't very good at splitting mobs.)

- - - Updated - - -

Even if you flip it around and have the Merc Tank as tank and everyone else assisting the merc, the puller still hangs after the pull. No matter what class, if meleeon=1 or 0, nothing. It just randomly hangs like a sob until the 30 seconds expires, then they assist and engage. I tried playing with camp radius's and meleerange long before I started messing with the macro itself. Nothing helped, but for whatever reason.. adding the range extension variable and removing the line of sight flag for the mob array does. I leave the reasons to the professional.
 
I so fucking confused on what you are trying to do.

Why don't you just have your SK in pullertank mode?

Kiss was never designed to slpit mobs thats what mezzers are for.

Sk pulls
SK AE Aggros
SK Tanks
Cleric heals
Chanter mezzes

KISS=keep it simple stupid

Mezzer can't mez if he is pulling
 
Ok, fine. We'll simple it up.

When my SK / Shaman / Zerker are grouped. And the SK is set to PullerTank mode, he often comes back from a pull and just stands there. He will not start combat.

He won't start combat because he is trapped in the puller loop trying to evaluate if the mob has reached camp yet. Instead of getting that information KA will time him out and return NOaggro/NoMob. Once that happens he is freed from the puller subroutine, and starts tanking. But that's 30 seconds of the mob(s) smashing the rest of the group.

My intent was to try to help resolve that problem.
 
Revert back to the normal Kiss version
Increase your CampRadius on your SK ini file under [General]. CampRadius is the threshold that Kiss uses to determine a mob is in camp.

Start with like
Rich (BB code):
CampRadius=55
and decrease it by 5 until it work like you want.

Make sure your group is in the SKs CampRadius. If your shaman is 150 away and has aggro the SK will never grab that mob because its to far away.
 
And then when the SK enters the camp radius he will often stop well short of the center of the radius, because of the code I pointed out. He will stand at the edge of the camp, the mobs will be on the other side of him from that point, and the rest of the group will not engage because the mobs are outside of the camp radius. Meanwhile the SK still randomly gets locked up in a loop.

But. You are right, I'm needlessly complicating things. I will keep it simple and say thanks for trying to help.
 
Do a campradius of 30 and start kiss on the sk right in front of your group and you shouldn't have any issues.
toons will assist regardless as long as mob is under AssistAt % and the mob is with in MeleeRange which determines both melee and spell casting range for toons assisting.
Mercs are a different story we have no control over those.
 
Most problems like this occur when the MA or Puller has widely different campradius and meleedistance values than the rest of the group.. and combining this with people not having the group close together (all assisting toons and MA / puller) not starting kiss within an actual radius of eachother.

Example... assisting toons all have same campradius.. (say 35) but the toons are NOT close together within a 35 radius of eachother... this is crippling if the puller has same campradius.. but starts kissassist 40+ paces away from all the other toons... the assisting toons will assist as long as mob health at or under assistat value like maskoi said.... but stupid issues occur when the puller and group are not started close enough in camp and puller is not within campradius range of the rest of the group when HE starts ka

I've seen it happen a million times... there are several closed tickets that directly address this.

Simple answer... have all assisting toons use same campradius value... start KA on them with the toons within campradius value of eachother... and have puller start KA relatively close to the others.

Puller can have a larger campradius... but just make sure puller is starting KA close enough to the group.
 
Something that a lot of people don't take into consideration, when setting up their puller, is the mobs radius. I have found that most of the time, when my puller is standing in camp waiting and not attacking, when I think he should, is because the mob is still not in range. Giants, treents, Giant Bats and other mobs that have large Radius can melee from a farther distance than normal mobs and if that mob is being engaged by your tank before they are in your campradius then the puller just stands there doing nothing. What I have found that helps is when using a puller and a tank, is to start the puller right on top or directly behind the tank. Then make sure the MeleeDistance on both the tank and puller are the same or the pullers is 5 greater than the tanks. When it comes to the mobs with larger than normal radius you have to increase your campradius by at least 10, on the puller or pullertank, to make up for the difference.

just my 2 redcents.
 
PullerPetTank (molo'ing with a Mage). Shards Landing - Pet pulls a single "a wild naeya" back to camp no issue. Pet runs out grabs two (or one wonders in during combat) come's back to camp and slaughters the first one. The second naeya is on auto haters extended target list, but the pet wont engage. Just sits there getting beat on till the damage shield kills the Naeya. Then pulls resume. If I manually target the added Naeya then the pet-reengages the mob and kills it. Any suggestions and it is not camp radius as the pet and Naeya are standing in front of me by inches at this time.....also if the Naeya gets too close and hits me I do now move with 8.3.0 (fixed version) and once hit I do engage automatically. It is only if the Naeya only beats on my pet does nothing happen.

DEBUGGCOMBAT Assist:/Combat:End/Normal
CheckForCombat MobCount: 1 AggroTargetID: 9365
ChainPull: 0
CheckForCombat: Assist/Combat Begin Normal
DEBUGCOMBAT Assist Enter
DEBUGGCOMBAT Assist0: TOON PET 0.00 1 9365 NULL 0 TRUE FALSE 0 WAITING
DEBUGGCOMBAT Assist1: TOON PET 0.00 1 9365 NULL 0 TRUE FALSE 0 WAITING
DEBUGGCOMBAT Assist: validatetarget ID:NULL
DEBUGGCOMBAT Assist: Validate Target - No target return
DEBUGGCOMBAT Assist:/Combat:End/Normal

Maybe I am missing something, but why would not the AggroTargetID not translate to Assist: Validate Target - ?????
 
Last edited:
What is the camp radius on your tank?? if its too small tank my not engage, if its to big, tank may engage to early.

Hence what Maskoi and I said many replies up... check the campradius/meleerange... start with a valkue like 55 and work down till you get a value that works well for your group... keeping the toons relatively together/within campradius of eachother whrn starting KA on them.

This issue has been addressed to the best of its abilities... stating procedure and method to resolve this problem....

As for the the issue TheTsr69 was having with pullerpettank pet being beaton on with dual pull or add on a pull... that was fixed in a patch release of KA somewhere around 8.4.X release.

TICKET BEING CLOSED
 
Problem - Pullers, Pullertanks, etc tend to Hang after pull and don't engage combat.
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