• You've discovered RedGuides 📕 an EverQuest multi-boxing community 🛡️🧙🗡️. We want you to play several EQ characters at once, come join us and say hello! 👋
  • IS THIS SITE UGLY? Change the look. To dismiss this notice, click the X --->

Question - Return to camp to face mob (1 Viewer)

Chanticleer

yells at clouds
Joined
Dec 14, 2010
RedCents
25¢
Anyone know the line of Kiss - where Pullertank or anyone returns to camp to turn to face mob - can you pst it please ? im to drunk to find it - PLEASE
 
Find Sub WaitForMob The Highlighted line is what you are looking for.

Rich (BB code):
    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}]} < ${CampRadius}
            /if (${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 MobRadar ${CampRadius} WaitForMob
                | If NOT chain pulling and multiple mobs in camp. /return
                /if (${MobCount}>=2 && !${ChainPull}) {
                    /call PullReset
                    /return
                }
 
i was at work, i have to be able to conduct buisness ROFL

- - - Updated - - -

Find Sub WaitForMob The Highlighted line is what you are looking for.

Rich (BB code):
    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}]} < ${CampRadius}
            /if (${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 MobRadar ${CampRadius} WaitForMob
                | If NOT chain pulling and multiple mobs in camp. /return
                /if (${MobCount}>=2 && !${ChainPull}) {
                    /call PullReset
                    /return



	
	





	



	











Rich (BB code):
/if (${Spawn[${tempID}].Type.Equal[npc]} && ${Spawn[${tempID}].LineOfSight}) {
	/varset validTarget 1
	/varset Range 0
	/varset CurrentTarget ${Target.ID}
	/if (${RangeMobList.Find[${Target.CleanName}]}) /varset Range 1
Wouldnt this simplify getting the target alot quicker then the above code ? and more cleaner ? }
 
Rich (BB code):
 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}]} < ${CampRadius}
            /if (${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  <------------- remove nolook - and it reduce's the turn studder when returning to camp -
                /look 0               
                /doevents
                /call MobRadar ${CampRadius} WaitForMob
                | If NOT chain pulling and multiple mobs in camp. /return
                /if (${MobCount}>=2 && !${ChainPull}) {
                    /call PullReset
                    /return




see my previous post about studder turning when pulling for snap turns to reduce lag studder on turns when aquiring a target - i am currently watching it and playing around with it now - will post anymore updates as i see how to help



Rich (BB code):
AllowMove=32.00
ArcBehind=45.00
ArcNotFront=150.00
AutoSave=on
AutoUW=off
DistBreak=400.00
BreakOnGate=on
BreakOnWarp=on
PauseOnWarp=off
LockPause=off
DistSnaproll=99.00
FeignSupport=on
Heading=true
LeashLength=50.00
UseLeash=off
UseWindow=off
Verbosity=off
FullVerbosity=off
VerbosityFlags=0
CampRadius=40.00
RealtimePlayer=off
UseScatter=off
Bearing=2.25
ScatDist=10.00
ScatSize=10.00


above listing is also my Mq2moveutils ini settings for my SK - just search your Vanilla folder for Mq2moveutils.ini
once in there just scroll down to where it shows your name [Server.Toon] if you wana use mine Copy n paste it in your toons folder but just so you know if you dont like it you will have to delete your moveutils ini. and reload it





also Found adjusting my Fps to help too - /plugin Mq2fps always
 
so since new compile my moveutils.ini information dont seem to be working like it did , my snaproll back to camp when pulling is messed up its now slowly turning again and i dont know why,,, any idea ?
 
Question - Return to camp to face mob

Users who are viewing this thread

Back
Top