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Question - Zhigh / Zlow

Joined
Dec 3, 2019
RedCents
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Using Sk to run Hunter Tank and the rest of my group in chase mode. Some times pl new toons. The question is is there a listing or maybe if some one has a list of the highs and lows while tanking would be nice. Not sure exactly how to determine the correct highs and lows of zones. I have written down the ones for CS and WW since I spend a lot of time there. But just now starting to venture out to the old world stuff such as Droga among others. Any ideas would be appreciated. Thanx
 
Using Sk to run Hunter Tank and the rest of my group in chase mode. Some times pl new toons. The question is is there a listing or maybe if some one has a list of the highs and lows while tanking would be nice. Not sure exactly how to determine the correct highs and lows of zones. I have written down the ones for CS and WW since I spend a lot of time there. But just now starting to venture out to the old world stuff such as Droga among others. Any ideas would be appreciated. Thanx
Moving this to cwtn section since it sounds like you're asking a CWTN plugin question.

Zhigh and zlow are just the above and below vertical distance you want to look for mobs in.

If u had a z high of 100, but the mob was 105 distance vertically above you, we would skip it. this is useful for dungeons, or say you were at the bottom of a hill and you didn't want to pull the top of the hill.

For regular open zones I use 300 or larger (places like Eastern Wastes has a lot of verticality, so if I'm not discriminating, I keep that value high, for dungeons that I may not want to check a floor above or below me, I'd adjust it appropriately for those needs.

maybe in a dungeon with a flat floor you'd set a 30/40/50 high/low, for example, so you dont run down some stairs
 
On a map you can click the height filter. 35 and 35. and you will see what mobs you are going to pull. I always do that so I know what mobs are covered in the pulling. So if you wanted to include more you can change that to 45 and 45.... etc.
 
When I run SK in Hunter Mode, I put the range at 9999, High at 999, and Low at 999. Sit back and watch the show.
 
CWTN and I discussed the 3d element. This is exactly how I understood it but certain variables caused the 3d distance to miss what would be covered in this picture. Think he fixed it though?

Either way, I recall you suggesting stars, moon, etc shapes... What's the status on those? 😁
 
CWTN and I discussed the 3d element. This is exactly how I understood it but certain variables caused the 3d distance to miss what would be covered in this picture. Think he fixed it though?

Either way, I recall you suggesting stars, moon, etc shapes... What's the status on those? 😁
1. yup, in our patch for next build
2. shapes are very much a "hah this would be fun" situation but practically it is a huge problem, and actual application of using a shape would also be poo. Ideally in a magic "have your druthers and eat your cake too" situation we would be able to just draw on the map a freeform shape.
 
Good post! Love when the professionals add their settings to posts. I always make sure to write them down and implement (riding the coattails of greatness!)
 
2. shapes are very much a "hah this would be fun" situation but practically it is a huge problem, and actual application of using a shape would also be poo. Ideally in a magic "have your druthers and eat your cake too" situation we would be able to just draw on the map a freeform shape.
I was entirely joking and playing off your comment from discord. I do not want any funny shapes, but that draw your area would be neat! I can't imagine the complex programming behind it and don't expect that to ever happen.

I think it would be easier to add two "camp" spots on the map and 360 it around 2 xyz locations than start drawing specific shapes. But I once learned to make a computer say 'Hello World' so I'm basically an expert I think? Lol
 
The ZHigh and ZLow are seperate options, but you can set both of them with /shd zradius ###

For example, I'm in an open zone that has hills, and I honestly just want to pull everything. I don't actually know what the z distances are from my location to above and below me. So for zones like this I will do something like /shd zradius 5000

In the above situation, the zradius doesn't matter, I just don't want to exclude anything. It's highly unlikely there is a zone where there is a ZHeight difference of 5000, but also the reason I use it.

Some zones I may want to camp on some stairs or something unusual. I then want to pull things below the stairs but not above. So using a /shd zradius 50 wouldn't work. Because then I'd pull stuff 50 above and 50 below.
So to handle that I'll set /shd zlow 50 and then /shd zhigh 10
That means I'll pull things that are below me by up to 50 units, and above me by only 10 units.

A typical "dungeon" you would use something like /shd zradius 25
This would allow you to consider something 25 above and below you by up to 25 units. This could be useful for a zone like ruins of old seb. So that you pull stuff on the floor you're on, even if the floors have a slight height difference.

When we implemented the ZHigh and ZLow seperated option, the intent was, as mentioned by burd, to use the map "Low" and "High" filters to determine what to use in a place with multiple floors/levels so that you could precisely set it to capture all the things you wanted to fight, and not the things you didn't want to fight.

As Rusang pointed out, there was an issue where "radius" was cutting any Zradius values to be a max of the "Radius" because we were using 3D distance to determine if something was in a radius. This essentially means we were drawing a sphere, and the only thing you could do with ZRadius was futher limit the extents of ZRadius. An example of this bug would be.

/shd zradius 250
/shd radius 150

So you want to pull anything in a circle around you up to 150 units away, but up to 250 units above or below you.

What was actually happening is zradius was being capped at the 150 by the radius. Which was making it a sphere instead of a cylinder.
This is actually how ${Spawn[npc radius 150 zradius 250].Name} would work as well. Because it uses 3d Radius distance instead of 2D. But with the spawn search in MQ2 there is no promise that a zradius is provided. As such, it makes sense. For the plugin, we always provide it a zradius. Since we know that a Zradius will always be provided, we can change that to a 2D distance check. Which means the plugin will be a cylinder after our latest round of changes goes live.

1626054181224.png < This is what it will look like after the change.

1626054329840.png < ~ This is what it looks like now, where only the area in the sphere is valid pull mobs. The areas in red are incorrectly ignored
 
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The ZHigh and ZLow are seperate options, but you can set both of them with /shd zradius ###

For example, I'm in an open zone that has hills, and I honestly just want to pull everything. I don't actually know what the z distances are from my location to above and below me. So for zones like this I will do something like /shd zradius 5000

In the above situation, the zradius doesn't matter, I just don't want to exclude anything. It's highly unlikely there is a zone where there is a ZHeight difference of 5000, but also the reason I use it.

Some zones I may want to camp on some stairs or something unusual. I then want to pull things below the stairs but not above. So using a /shd zradius 50 wouldn't work. Because then I'd pull stuff 50 above and 50 below.
So to handle that I'll set /shd zlow 50 and then /shd zhigh 10
That means I'll pull things that are below me by up to 50 units, and above me by only 10 units.

A typical "dungeon" you would use something like /shd zradius 25
This would allow you to consider something 25 above and below you by up to 25 units. This could be useful for a zone like ruins of old seb. So that you pull stuff on the floor you're on, even if the floors have a slight height difference.

When we implemented the ZHigh and ZLow seperated option, the intent was, as mentioned by burd, to use the map "Low" and "High" filters to determine what to use in a place with multiple floors/levels so that you could precisely set it to capture all the things you wanted to fight, and not the things you didn't want to fight.

As Rusang pointed out, there was an issue where "radius" was cutting any Zradius values to be a max of the "Radius" because we were using 3D distance to determine if something was in a radius. This essentially means we were drawing a sphere, and the only thing you could do with ZRadius was futher limit the extents of ZRadius. An example of this bug would be.

/shd zradius 250
/shd radius 150

So you want to pull anything in a circle around you up to 150 units away, but up to 250 units above or below you.

What was actually happening is zradius was being capped at the 150 by the radius. Which was making it a sphere instead of a cylinder.
This is actually how ${Spawn[npc radius 150 zradius 250].Name} would work as well. Because it uses 3d Radius distance instead of 2D. But with the spawn search in MQ2 there is no promise that a zradius is provided. As such, it makes sense. For the plugin, we always provide it a zradius. Since we know that a Zradius will always be provided, we can change that to a 2D distance check. Which means the plugin will be a cylinder after our latest round of changes goes live.

View attachment 31437 < This is what it will look like after the change.

View attachment 31438 < ~ This is what it looks like now, where only the area in the sphere is valid pull mobs. The areas in red are incorrectly ignored

This post answered a question I forgot to ask awhile back. I set my camp in Frontier Mtns while lvling, and couldn't understand why my monk wouldn't pull mobs once in awhile even though mobs were in the pull circle of death. I never took into account the height of the camp area and my monk was actually blind to those hairy beasts in front of him.

I find it funny at times when my kids see me playing and ask "Dad, why are you playing that with such terribad graphics!" I usually just shake my head and laugh them off, but honestly they have ZERO clue on how much depth is involved in this game..I have been playing since 99' and still feel like a complete noob at times. Glad to have you all to help!
 
Question - Zhigh / Zlow

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