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Release TOB Control Room mission automation 01/06/2026

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Nightmare327 submitted a new resource:

TOB Control Room mission automation - Automates most of the Control Room Mission.

You must be in the mission to start the script. It will do zone checks, then run the mission. You have to have a fairly strong tank to handle the adds, as I tend to try to burn through the tilt phase then kill adds afterwards. It curently uses CWTN automation, though as there is more interest, I could probably add in some of the others. It will also make sure all of your toons are full mana, health, and endurance before starting (I hit the start mission button too many times before...

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Done. Sorry, I thought I caught all of those. Thanks for the code review! Now hopefully I have the github integration working
I just gave it a glance. I'm not keen on imgui. Looks like it's in a folder in a zip with an init.Lua, I glanced at it and saw some cwtn stuff so just peeked at that. Really low effort.

I did just note the .git folder is in the zip file. This is not typical. I also don't think you meant to share it that way.

I'm not typically the approver for stuff. Just putting eyeballs on it.
 
I just cannot figure out how to upload the modified zip file. Well, hopefuly the git integration will bring in the proper changes, if I was able to ge tthat set correctly.
 
Should I delete the resource and recreate it to get those changes for the nosave in? I know Sic is out for a bit, so I can wait until he gets back and comments.
 
Should I delete the resource and recreate it to get those changes for the nosave in? I know Sic is out for a bit, so I can wait until he gets back and comments.
You do not need to delete the resource to update it.


Here is a guide
 
It probably has to do with the fact that is is unapproved. My other resource has an update button, but I do not see that on this one, even if I remove the github link. I will wait on Sic to return. It is not a big hurry or anything, just trying to make sure I did everything correctly.
 
J
It probably has to do with the fact that is is unapproved. My other resource has an update button, but I do not see that on this one, even if I remove the github link. I will wait on Sic to return. It is not a big hurry or anything, just trying to make sure I did everything correctly.
just hang tight - pm me whatever change you have and when I approve it, I'll hit it with the updated zip
 
Tried it today.
I had to enable plugin mq2boxr and was able to chase that down after Lua failed to load.


It worked on first try after above.
Setup: sk/bst/brd/mag/sham/necro
I watched it SK had a few scary spikes but it appeared to tank well, heal well, and snap agro fairly quickly.
I don't think it every had to deal with any tilt mechanics, will run it a few more times and if anything worthy of feedback will post back.

Thanks
 
Right now it is set to keep focus on Usira from 70 to 50. I had to adjust that a few times to make it stable. I will have to see if that change is in the current release, otherwise it may be from 75 to 50.

I probably need to either load boxr, or do a check for it. I added that in last minute to handle those who might be running somethign other than CWTN plugins, but I didnt really program much else in for those users. I am glad it is working well so far. With my group geared tanks, it sometimes wipes, but its really a numbers game.

Still working on some more tweaks, so hopefully some improvements coming. Just limited time to work on it lately.
 
Can you make it work using Kissassist please! Some instruccions fail I really appreciate this. Thanks in advance
 

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Can you make it work using Kissassist please! Some instruccions fail I really appreciate this. Thanks in advance
I will need to look into how kissassist handles a lot of the stuff. Let me work on it, and get back with you.

if you use kissassist, do you use it while using any CWTN plugins, or is it only one or the other?
 
Was one of the setup things for the Lua to turn off named mob notifications. Now, whenever a named is pulled into my camp, I don't get a beep notification. Not sure how to turn that back on.

I turned on the mq2tracker that was off, but still no beeps for namers. I also tried "/cwtna beeponnamed on" but no love.

When I ran the Lua (which worked perfectly!), in the beginning, it just said "doing setup stuff".
 
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Was one of the setup things for the lua to turn off named mob notifications. Now, whenever a named is pulled into my camp, I don't get a beep notification. Not sure how to turn that back on.

I turned on the mq2tracker that was off, but still no beeps for namers. I also tried "/cwtna beeponnamed on" but no love.

When I ran the lua (which worked perfectly!), in the beginning, it just said "doing setup stuff".
Lua:
mq.cmdf('/%s checkprioritytarget off nosave', my_class)

It's turning priority target checking off. The nosave toggle is set, but maybe its not getting turned back on for you? If that's off on your tank that might the issue as well.
 
The command for the CWTN beeps is 'BeepOnNamed' I believe. So you should be able to do a '/cwtna beeponnamed on' I think. It does say somethign about being in tank mode, so what mode are you in now? Part of the script puts you in Manual mode to allow you to target yourself so you do not DPS the named while waiting for adds to get into camp.

1752777499408.png
 
I can also add a reset for all of the settigns at the end that I had a hand in changing when the script is exiting. I will add that to allow things to be reset to normal. I dont really store your settings though, so it will just be turning things like that back on, still with a nosave so once you restart it goes back to whatever you had saved
 
It's stuck at group not fully ready sitting to regen for me. My entire group has full everything. Just looping this endlessly.
Whats your group makeup? Let me check if I am missing something.

I can also add a ini setting to bypass that section by default for those who are having issues with it.
 
Whats your group makeup? Let me check if I am missing something.

I can also add a ini setting to bypass that section by default for those who are having issues with it.

I had the same issue last night. My group was SHD/Cleric/BST/Shaman/Ranger/Bard. All except the cleric running CWTN. The cleric was a manual player I was taking through the mission and (in case this is relevant) he was mounted.

Also, earlier in the day, I ran the mission and sometimes my tank seemed to get stuck targeting a gilded guardian's corpse. When this happened, I paused him, retargeted manually and unpaused him. Not sure what has changed but the old version I had ran perfectly.
 
I pushed an update to the code to bypass the mana check at the beginning by default. if you want to have it do the check, you can enable it in the config file located in your config folder. It s named 'mission_tobcontrolroom_character'
 
I think that was a holdover from the original script I modified. I have been toying with changing it because most of the time you only want to burn during the tilt phase. I tried writing a tilt phase switch, and it messed things up, so I may have to back off on that idea.
 
So it seems like turning burnalways on is the correct way to do it. I talked with some others after I posted my question and it it seems like burnnow doesn’t always carry over from mob to mob, so just using burnnow won’t keep burns rolling the whole time.
 
That makes sense. So I may make a change to do the burnalways on only during the tilt phase. Let me check if that works well. Most of the other time you really want slow DPS so as not to get overwhelmed with adds. As soon as one of the mobs is spawned, the automation will go to manual mode (for CWTN) and target themselves so all the toons assisting should stop dps on the main mob at that time. I will try a few runs and post an update if that works well.

I have added some stuff at the end so it turns all of those settings back when the script ends. I also do a nosave when I turn them on so it does not save that status to the ini, though if I did not turn it off, it will carry on for thee current session. I will check all of that out once I can get home to look at the code.
 
Is it possible to have it not open the chest at the end?
That is controlled by the ini file. By default it does not open the chest. The ini file is in your config folder, and is 'mission_tobcontrolroom_charactername.ini'. The OpenChest should be false by default when you first run the script.

[CODE lang="ini" highlight="5"][general]
GroupMessage=dannet
BurnTiltPhase=true
PreManaCheck=true
OpenChest=false
Automation=CWTN[/CODE]
 
would be so sick to have one script that ran all 4 missions
Well I have all 4 mission as separate scripts, but I have one hotkey that can start them all. I plan on releasing them all eventually, just time has not been kind to me.

It would be tough to do it as one script, as there are different parameters and locations for each mission. It could be done, but not worth the programming headache in my opinion, as hard drive space is cheap nowadays.
 
Release TOB Control Room mission automation

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