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Problem - tank wanders

minniemmee24

Active member
Joined
Aug 11, 2015
RedCents
330¢
Does any one know of a way to make the tank return to the correct camp position that u designate? im useing most current KA and current mq2 Nav with new meshes built.
And yes i have the camp option set to 1 with a radius of 10 and a max radius of 35. Any suggestions?
 
See bold below!

Rich (BB code):
Kiss 9.2.3 Updated 2/25/2017
Maskoi & Ctaylor22
also includes 9.2.1 9.2.2
Updated for New MQ2Nav 
Rk 2 and 3 spells endless casting fixed when account is no longer gold.
For accuracy all entries in kissassist_info.ini zone file must be be mobs full name. Partail names will no longer work for any entry. This mainly affects MobsToPull
/doevents put back instead of calling Combat and out of combat events from subs to increase command enad event responsiveness.
Assisting pet will now automatically assign pet owner as MA. 
Added wintitle naming to Kiss. Your windows will now be renamed to your toon name and class.
Mash function tweaked for faster mashing
Casting Interrupts fixed.
Random +7-12 feet camp xy added so toons don't run back to exact same point after fighting.
Target clear after heals added so healer switches targets faster when heal.
Target clear added of toon stuck on pet after buffing. 
Pet heals for toons fixed.
Assign masterlooter if group leader fixed. 
Pull tweak so puller will not abort if they momentarily lose sight of the mob due to hills and valleys
Kiss will now create buff timers when /buffson command is used
Added MaxBlockedBuffs for cross server compatibility on different compiles. 
Fixed AE |single tag
 
not really an enhancement to me just gets me killed when my tank moves tofar away from the dps... but o well guess ill use auto war its 10x better imo, was just trying to avoid the issue with the tank not breaking mez with it but guess ill just have to code my own fix or wait for noob thanks.
 
taylor - does it store the original starting point and do the +/- from that or does it change each time characters move? I assume it's based on original position which is great for open zones, but perhaps not so great in dungeons or tight places.
 
Yes, it still stores your original CampY and CampX location and uses that to figure a random location from your camp location. The code is in the sub DoWeMove See below:

Rich (BB code):
                /varcalc scatterDistance ${Math.Rand[7]}+5
                /if (${Math.Rand[2]}) {
                   /varcalc CampYRandom ${CampYLoc}-${scatterDistance}
                } else {
                   /varcalc CampYRandom ${CampYLoc}+${scatterDistance}
                }  
                /if (${Math.Rand[2]}) {
                    /varcalc CampXRandom ${CampXLoc}-${scatterDistance}
                } else {
                    /varcalc CampXRandom ${CampXLoc}+${scatterDistance}
                }
                /varset CampYRandom ${CampYLoc}                 
                /varset CampXRandom ${CampXLoc}                 
                :StillMoving
                    /moveto loc ${CampYRandom} ${CampXRandom}
                    /if (${Select[${Role},pullerpettank]} && ${Pulled}) {
                        /if (${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${CampYLoc},${CampXLoc}]}<=${PetAttackRange}) {
                            /call CombatPet
                        } else {
                            /pet back off
                        }
                    }     
                    /delay 10

As a quick fix add the 2 highlighted lines above
 
I've been having something similar to this recently, since KA 9.2.3 anyway... My pullertank will wander around really odd, start strafing sideways, etc, like hes following a nav path or something.. Ive seen him pull mobs that he wouldnt otherwise have line-of-sight on.. which while cool when it works, is getting him caught up in the geometry a whole lot.. and to note, i don't have MQ2nav loaded..

i've experienced this activity on two seperate toons with their own different kiss ini's...

I dont know if I should go back to 9.2.1 (or w/e version I was running prior to the most recent one), or if this is something that may have a relatively easy fix?
 
I've been having something similar to this recently, since KA 9.2.3 anyway... My pullertank will wander around really odd, start strafing sideways, etc, like hes following a nav path or something.. Ive seen him pull mobs that he wouldnt otherwise have line-of-sight on.. which while cool when it works, is getting him caught up in the geometry a whole lot.. and to note, i don't have MQ2nav loaded..

i've experienced this activity on two seperate toons with their own different kiss ini's...

I dont know if I should go back to 9.2.1 (or w/e version I was running prior to the most recent one), or if this is something that may have a relatively easy fix?

There was some additional code added for when LOS pulling. The additional code allows a mob to go out of LOS for 200 units. Think about running through a ditch or dip that causes the mob to go out of LOS. if the mob returns to LOS within 200 units It is all good, but if not, then they return to camp.

If you are pulling in a zone with a lot of objects, you may want to think about using the new MQ2Nav. The new Nav allows you to create much more accurate meshes for pulling and LOS is no longer an issue.
 
So do i need to just load up the mq2nav and then build a new mesh for the zone, and KA 9.2.3 will utilize it? or do i need to do waypoints and stuff? I havent played with that much yet, and past experience (granted old version of mq2nav) wasnt great...

I'm willing to give it a shot though, if you think it'll fix the oddities I am experiencing..
 
So do i need to just load up the mq2nav and then build a new mesh for the zone, and KA 9.2.3 will utilize it? or do i need to do waypoints and stuff? I havent played with that much yet, and past experience (granted old version of mq2nav) wasnt great...

I'm willing to give it a shot though, if you think it'll fix the oddities I am experiencing..

Make sure it's with your current compile. Build a new mesh for the zone you want to use it in. Then start Kiss while in the zone. I believe you have to be out of the zone when you create the mesh but be in the zone with the plugin running at least once before creating the mesh. Being in zone before creating the mesh allows it to collect dynamic data that may not be in the zone file its self. I say be out of the zone when creating as I don't believe it picks up that you just created one for the zone you are in but I could be mistaken on that. Either way it's awesome.


Sent from my iPhone using Tapatalk
 
So do i need to just load up the mq2nav and then build a new mesh for the zone, and KA 9.2.3 will utilize it? or do i need to do waypoints and stuff? I havent played with that much yet, and past experience (granted old version of mq2nav) wasnt great...

I'm willing to give it a shot though, if you think it'll fix the oddities I am experiencing..

Yep, you can be in the zone when building your mesh. Actually I prefer being in the zone when building my mesh. You can see the grid in the EQ client when setup correctly. Building a mesh is easy, it is when you want to make changes that it requires a little schooling and you do have to reload the mesh after making changes, but I could be wrong about that. But either way it is easy enough to reset the plugin.

There are a few threads here with instructions on how to create meshes, just do a search. The new version of the meshbuilder has a lot more options now, so you may want to checkout Brainiac's thread for MQ2Nav. There should be some specific instructions there for the new options. Give it a try and enjoy, Once you learn how to make the meshes, you will never want to go back to LOS pulling..
 
Hey guys, having a problem also with my who team seperating very far apart, then they just stand there getting killed one at a time lol,
so adding
/varset CampYRandom ${CampYLoc}
/varset CampXRandom ${CampXLoc}

will fix it? cant seem to find the dowemove ...? any help would be amazing.
 
Hey guys, having a problem also with my who team seperating very far apart, then they just stand there getting killed one at a time lol,
so adding
/varset CampYRandom ${CampYLoc}
/varset CampXRandom ${CampXLoc}

will fix it? cant seem to find the dowemove ...? any help would be amazing.

DoWeMove starts around line 2170. Your looking for the code around 2278 to insert those lines.

Hope this helps.
 
Problem - tank wanders

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