• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Tip - Using TrackmeDown in KA

Joined
Dec 24, 2017
RedCents
1,813¢
I have always had issues with my Healers \ Casters not keeping up with the group as I run around like a maniac. This code has been working great to keep them close to the Group Leader.

Code:
#/TrackMeDown   TrackMeDown|100|param1|param2|Param3
#Param 1    0 = StickOff
#Param 2    0 = Force using Navigation
#Param 3    0 = Will ignore the distance



[DPS]
DPS1=command:/multiline ; /StopCast ; /GSay I am running to YOU!! ; /TrackMeDown|100|Cond1
[KConditions]
Cond1=${Me.CombatState.Equal[COMBAT]} && ${Me.XTarget} > 0 && ${Group.Leader.Distance3D} > 25 && !${Navigation.Active}


${Group.Leader.Distance3D} > 25
With the condition you can set the distance from the Group Leader to activate trackmedown to vary with each type of group member.

Thought I would share as I just recently realized this was possible. You can also issue a command in EQBCS /BCG //Trackmedown from any character you want your toons to run to.
 
Last edited:
Sweet! I always just ignored that command!

Now where I'm running into a problem is when I'm in a traditional camp mode. I have 5 assisting characters at camp and my SK is running in PullerTank mode so he keeps dragging mobs back to camp.

Sometimes the mobs hit my SK and his dmg shield or weapon proc will drop them below 100% and they'll begin to summon. And sometimes it would summons one of the assisting characters. That character would just stand there and take a beating because it's outside the Camp and the Melee radius numbers.

Just today I tried out some MQ2Events settings to force them to run to the SK when they get summonsed. Of course, these are predicated on using MQ2MoveUtils which will be active when the KissAssist macro is running. I'd probably have to use MQ2Nav if the macro wasn't running. I have them try to run twice in case they get stunned the first time.

[CODE title="MQ2Events to run when summonsed"]
[AntiSummons1]
trigger=#*#says, 'You will not evade me, CharName!'#*#
command=/multiline ; /g Running back! ; /moveto ID ${Spawn[TankName pc].ID} ; /timed 10 ; /moveto ID ${Spawn[TankName pc].ID}

[AntiSummons]
trigger=#*#You have been summoned!#*#
command=/multiline ; /g Running back! ; /moveto ID ${Spawn[TankName pc].ID} ; /timed 10 ; /moveto ID ${Spawn[TankName pc].ID}
[/CODE]

Then for my SK tank I just have him run back to the healer character. It's not quite the same as running back to a camp site but I didn't know how to do that easily. I also couldn't figure out how to just use a generic classname in my code.
 
Sweet! I always just ignored that command!

Now where I'm running into a problem is when I'm in a traditional camp mode. I have 5 assisting characters at camp and my SK is running in PullerTank mode so he keeps dragging mobs back to camp.

Sometimes the mobs hit my SK and his dmg shield or weapon proc will drop them below 100% and they'll begin to summon. And sometimes it would summons one of the assisting characters. That character would just stand there and take a beating because it's outside the Camp and the Melee radius numbers.

Just today I tried out some MQ2Events settings to force them to run to the SK when they get summonsed. Of course, these are predicated on using MQ2MoveUtils which will be active when the KissAssist macro is running. I'd probably have to use MQ2Nav if the macro wasn't running. I have them try to run twice in case they get stunned the first time.

[CODE title="MQ2Events to run when summonsed"]
[AntiSummons1]
trigger=#*#says, 'You will not evade me, CharName!'#*#
command=/multiline ; /g Running back! ; /moveto ID ${Spawn[TankName pc].ID} ; /timed 10 ; /moveto ID ${Spawn[TankName pc].ID}

[AntiSummons]
trigger=#*#You have been summoned!#*#
command=/multiline ; /g Running back! ; /moveto ID ${Spawn[TankName pc].ID} ; /timed 10 ; /moveto ID ${Spawn[TankName pc].ID}
[/CODE]

Then for my SK tank I just have him run back to the healer character. It's not quite the same as running back to a camp site but I didn't know how to do that easily. I also couldn't figure out how to just use a generic classname in my code.


I know it's bad form for a poster to reply to his own post, but I had to comment that since implementing this code my FARM group has become bulletproof. No more random deaths or wipes!
 
Tip - Using TrackmeDown in KA

Users who are viewing this thread

Back
Top
Cart