Circle Script

Sunomi

Senior Member
Is there an "easy" way to create a simple circle script or really a script that spreads the group about 10m away from tank and each other? I'm thinking something similar to what BJ did for Captain Stanis in the last expac but without the movement. This would be really just used in Fountains where you have to kill the summoner who has the aoe lifetap.

I know its being lazy and right now I simply hit nomove via MPC and just spread people out but was looking for a faster way to do it.

Thanks!
 

thg

ISX Specialist
Code:
function main()
{
Me:InitializeEffects
		wait 10
Echo Verish
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[0].Name} -180 -24 4
wait 1
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[1].Name} -167 -24 16
wait 1
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[2].Name} -176 -24 18
wait 1
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[3].Name} -185 -24 12
wait 1
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[4].Name} -170 -24 6
wait 1
relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[5].Name} -175 -24 10
wait 1

}
I was lazy. Tank is assumed to be in position 0. But spreads them out where tank is on point, and makes them campspot so when he ports them around they run back to their spots.
 

bjcasey

ISX Specialist
I also have a function of BJ Movement that does this. Can create a circle, star or pentagonal pattern. I"ll have to look up the command for it.
 

Scions

Member
This would help in the BJ Mo'iana script as well. Should be noted that there is no charging done at the end of the fight if all members are each separated by 10m from one another. The more gear we get, the less of an issue it is and I do seem to lag behind then entire world in conquering the content.
 

bg50

Active Member
can try this

Code:
variable float x = ${Me.X}
variable float y = ${Me.Y}
variable float z = ${Me.Z}
variable float angle = 0
variable float xx
variable float yy
variable float zz
function main(float r = 8.0)
{
variable int i
for ( i:Set[0]; ${i} < ${Me.GroupCount}; i:Inc )
{
 angle:Set[${i} * 60];
 xx:Set[${x} + (${r} * ${Math.Cos[${angle}]})];
 zz:Set[${z} + (${r} * ${Math.Sin[${angle}]})];
 ;echo ${Me.Group[${i}].Name} ${angle} ${xx} ${y} ${zz}
 relay all OgreBotAtom atom_OgreBotChangeCampSpotForWho ${Me.Group[${i}].Name} ${xx} ${y} ${zz}
}
}
 
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bjcasey

ISX Specialist
I also have a function of BJ Movement that does this. Can create a circle, star or pentagonal pattern. I"ll have to look up the command for it.
Apparently I forgot to add this command to the MCP dropdown selection. I'll add it and it will be available with Patch #105.
 

Sunomi

Senior Member
I can see in the current version of MCP a BJ_Movement and BJ_LoadMovement set of options but I'm not sure how I apply any of them to what I'm trying to accomplish. Any pointers?
 

bjcasey

ISX Specialist
Those turn BJ Movement on and off. Just hold tight. There will be better documentation with Patch # 105.
 

bjcasey

ISX Specialist
Apparently I forgot to add this command to the MCP dropdown selection. I'll add it and it will be available with Patch #105.
From the patch notes for Patch # 105:

*A new routine has been added to the Ogre MCP commands: BJ_Movement_SetUpPattern
**Description: Allows you to have your group set up in pre-defined patterns based on their BJ Movement Group Role.
**Parameter 1 = ForWho (Option: Group Role | All)
**Parameter 2 = Pattern (Option: Hexagon | Star)
**Parameter 3 = X Coordinate
**Parameter 4 = Y Coordinate
**Parameter 5 = Z Coordinate
**Parameter 6 = Distance From Center
 

Sunomi

Senior Member
From the patch notes for Patch # 105:

*A new routine has been added to the Ogre MCP commands: BJ_Movement_SetUpPattern
**Description: Allows you to have your group set up in pre-defined patterns based on their BJ Movement Group Role.
**Parameter 1 = ForWho (Option: Group Role | All)
**Parameter 2 = Pattern (Option: Hexagon | Star)
**Parameter 3 = X Coordinate
**Parameter 4 = Y Coordinate
**Parameter 5 = Z Coordinate
**Parameter 6 = Distance From Center
Set this up today in Fountains and it's money. I'm assuming because the x/y/z coords are hardcoded, I'lll need to build an MCP button for each encounter i'd use it?
 

bjcasey

ISX Specialist
Set this up today in Fountains and it's money. I'm assuming because the x/y/z coords are hardcoded, I'lll need to build an MCP button for each encounter i'd use it?
See the reply from the other post you made. It is not hardcoded.
 
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