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Request - Remove mdist 10 from /moveto (ReturnToCamp)

Joined
Jan 14, 2016
RedCents
1,418¢
I am requesting that the mdist 10 setting be removed from the ReturnToCamp logic:
Rich (BB code):
/moveto mdist 10       
/moveto loc ${CampYLoc} ${CampXLoc}

Why? We spend considerable time and effort picking the perfect pull from spot, sometimes trying to pull between pillars or structures, testing our LOS to X number of mobs, threading the needle so to speak. Hell sometimes, its more than LOS, but rather being able to traverse a camp without getting stuck. Sometimes a single step to one side or another can make all the difference regarding getting stuck on a tree branch, some structure, a doorway (invisible pebble).

Once we establish the perfect camp LOC, for the puller to return to, KA decides that anywhere within 10 feet is good enough, rendering our perfect spot useless and rife with LOS issues and snagable objects. I comment out the mdist 10, but I am requesting it be removed from the released version so that everyone can enjoy that perfect camp spot.

Yeah, its simple, so it abides by the KISS rules...

Love ya!

PS: While we are looking at the ReturnToCamp logic, can we make it so that it returns to X Y more often? It does not under certain circumstances if within CampRadius. I copied the /moveto code and embedded it at the bottom of each cycle loop so it more often returns to camp loc (exact) as long as there are no XTars and not already pulling.

I mean, its related; why start a pull cycle from anywhere other than the camp loc?
 
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PS: While we are looking at the ReturnToCamp logic, can we make it so that it returns to X Y more often? It does not under certain circumstances if within CampRadius. I copied the /moveto code and embedded it at the bottom of each cycle loop so it more often returns to camp loc (exact) as long as there are no XTars and not already pulling.

I mean, its related; why start a pull cycle from anywhere other than the camp loc?

I am sure Maskoi will respond to this in more detail, but when it comes to returning to camp before pulling makes no since. when you are going to run out of camp to pull your next mob. I can see where, if your next mob can be pulled from your current location and you are with in camp radius of your camp location, to maybe run back to camp.

When I play my puller, I never run back to camp before I pull the next mob, I just turn around and look, if nothing in distance to pull, I take off running.
 
Again, it comes down to threading the needle. If I don't return to my perfect spot, then mobs may not be LOS, and/or I may get stuck on something I avoided by picking my spot. I can keep my hack in place, I don't mind, but I am guessing that others have similar ... needs.
 
I have, I do, its a 2 step process.

1) Comment out the mdist 10 so when ReturnToCamp DOES fire, it goes to the exact spot I set.
2) Added the /moveto loc ${CampYLoc} ${CampXLoc} line right before the basic loop cycle starts again so that it returns to X Y before next pull.

It works great! Again, I don't mind leaving my hacks in place, I was just wondering, if "I" needed something like this setup, others might too.

Now, I pondered what CT said. I will admit that it might look more natural (less bot-ish) if the puller simply picks back up where he killed last mob as long as he was within CampRadius. But I stick to my guns regarding "threading the needle". If I pick an exact spot, that very specific X Y coord, I want the damn puller to use it haha. To repeat, it can mean the diff of LOS/NonLOS mobs, and getting/NOT getting, stuck on objects. I certainly don't always have the luxury of wide open fields to hunt in... The 2 steps above work wonderfully.
 
Not quite the same issue for me ( mind I usually am running my pullertank) but I like my tank to RETURN to an exact loc on the pull an to make it easier for my group to assist (melee wise anyway). This sreams back to when I didn't use MQ2 as I would set my (melee) toons up around my fire and pull the mob onto my fire (also makes using " traps" easier and more efficient.
Not really sure if this can truly be related but being "10 steps" off can make a difference at times...
 
Well /moveto mdist # has to be set to something, and if you set this value to small. I have seen characters continuously ping pong back and forth. You would also have to change the different distance checks. Currently there are a number that check if you are 15 units or more from your camp location, before executing the /moveto command, and at what distance do you set this check? if you set it to close characters on mounts will keep over shooting this and get stuck in the moveto loop. LAG causes an issue as well.
 
Request - Remove mdist 10 from /moveto (ReturnToCamp)

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