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Problem - Return to camp

Joined
Dec 25, 2022
RedCents
161¢
Version of KissAssist.mac?
v12.002
When did your problem start?
always
Character Role?
  1. Puller
  2. PullerTank
What class is having this issue?
  1. Shadow Knight
How often does this issue occur?
Always
Hello,

I hope this is the correct location for this post. I am using KA for 6 man crew. I finally have almost everything how id like it to run however i am kind of stuck with the Puller and Pullertank mode.

What i have noticed is happening is when my puller engages the mob It will say Nav stopped, and it seems it will default to Return to camp. The problem with this is it makes it basically run straight into every obstacle in the path instead of using nav. (Basically trying to pull Pofire and getting stuck on walls/trees etc)

Has anyone else ran into this or found a work around?


[Pull]
PullWith=Terror of Discord
PullMeleeStick=0
MaxRadius=175
MaxZRange=100
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
PullOnReturn=0
[PullAdvanced]
PullLocsOn=0
 

Attachments

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Last edited:
FWIW, I had trouble pulling at tables camp in PoFIre and it was a mesh issue, not an automation issue.
Thank you for the response, I do not believe it's a mesh issue as it happens in multiple different zones. The nav completely stops as soon as agro is established and puller runs in a straight line back to designated return to camp spot objects/walls be damned.

Thank you all for your assistance.
 
The macro uses Mq2Nav to move around until you're within the MeleeDistance or CampRadius distance. Then it uses Mq2MoveUtils. If you have the Show In-Game Navigation Path option enabled in Mq2Nav you should be able to see visually if your char is going to collide with zone objects. If the yellow line on your screen isn't leading you over the obstacles then some other plugin is controlling your chars movement. Make sure the settings I mentioned above are reasonable for your situation and you're not invoking /afollow or traditional /follow modes.

But it's almost always a mesh issue!
 
Problem - Return to camp

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