Discussion Thread for CoD Harvest

utadaishot

Well-Known Member
For questions and bugs.

*CHANGES*
*May 31 09: Added a GUI. You can now select the nodes you wish to harvest.
*June 27 09:Added variables and GUI tab for zone entry delay and max number of tokens to give the user greater ability to "fine-tune" this script for his particular path, computer, and internet connection.
*June 27 09: Should no longer continue to move after exiting.
*June 27 09: Fixed unintended zonetimerdelay inclusion in token counting. Tokens should now take about 3 seconds.
*June 27 09: Fixed unintended repeated call and wait of eq2harvest. This was also adding to token time.
*June 27 09: Added harvest counter to individual node types.
*June 27 09: fixed choppy movement on exiting.
*June 27 09: Misc fixes.
 
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utadaishot

Well-Known Member
That's possible. I haven't harvested those zones before. I'll check them out. I'd like to make sure there are no problems with this one first, however.
 

gp1001

Active Member
Is it possible to have the script check if nodes on the list to be harvested exist instead of any node? I dont want to harvest everything.

Thanks.
 

utadaishot

Well-Known Member
Please see my post on the release thread and download the new version and let me know if you have any questions or problems.
 

gp1001

Active Member
Please see my post on the release thread and download the new version and let me know if you have any questions or problems.

It works fairly well except that the token seems to get stuck at 1.

I uncomented the token echo statement. When you first start the script you get:
Token 1

and after your nodes are all harvested it then start to loop back and fourth on your path and I can see this:

Token 1
Token 1
Token 1
Token 1
Token 2
Token 1
Token 2
Token 3

It finally reaches 4 after pathing back and forth for quite awhile and zones out and back in.

What I tried is changeing the if ${checkharvesttoken}>4 to if ${checkharvesttoken}>1 and its allot better.

Hope this helps in trouble shooting.

I am only harvesting Ore, Stone,Wood and Roots.

Other than that great work and I can live with it the way it is.
Also you may want to update your intructions, I had to type run cod/cod to get it going.

Once again awsome work!
 
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utadaishot

Well-Known Member
It should take less than a minute for the token to count up to 5. It's not getting stuck at 1, its resetting to zero and returning to 1. It should only reset to zero when you leave the zone or when a harvestable node is found. The reason for the token is that as you path through the zone you will go out of range of nodes. Without the token, the script was leaving the zone in spite of harvestable nodes still being around. Setting it to greater than one may be effective for your particular path, but for mine (and so in general) I would say minimum is greater than 3.

Other issue may have been that harvestable nodes were ending up on the bad nodes list of eq2harvest. Eq2harvest will reset every 10 minutes to clear that. You can reduce that interval in the variables section of the script.

You've obviously found the solution to your particular problem but I will try and reproduce this. I don't know why it should be resetting to zero if all harvestables were found.

Thanks for your input.

gp1001: if you wish to help me troubleshoot this, you could un-comment the echos for the individual nodes and see which node type it keeps resetting on, then confirm if a node of that type actually exists with eq2track or radar. If it does exist and eq2harvest is ignoring, its on it's bad nodes list. If its a node type you don't wish to harvest, confirm the setting in the xml is reflected accurately.

gp1001: And I'm not sure why /run cod works for me and not for you but I updated the instructions with your suggestion.
 
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gp1001

Active Member
I extracted the zip to the scripts folder wich places a cod folder in scripts with all the files in it. Maybe i extracted it wrong? were the contents of the cod folder within the zip supposed to be placed in the scripts folder?
 

utadaishot

Well-Known Member
No that is correct. There should be a cod folder within your scripts folder. The problem won't lie with my script, if there is a problem at all. I know I can type /run cod and it works, just like i can type /run eq2bot or any other script within a subfolder of the scripts folder. Maybe that was something I did, but I seem to remember Amadeus mentioning that. Regardless, what matters is that you get it to run. :)
 

gp1001

Active Member
I have a small request if its not too much work...
Could you add counter next to the mats to be harvested on the CoD Harvest UI?
when the automatic harvest bot resets the counts are lost.
I would like to see the counts without having to open my inventory and count manually...
 

utadaishot

Well-Known Member
I've updated the CoD script with the changes listed in the first post of this topic. Please try it out and let me know if you have any problems.
 

streetfighter

Active Member
Utadaishot - thanks for the great work on this script. There is one problem that I have been running into, however. It seems that every time I run it, at some point in running the script my game freezes on the zoning screen. It is only when I am zoning into CoD. The time it takes to lock up varies.

Any thoughts on what might be causing this?
 

utadaishot

Well-Known Member
Same thing happens to me. It's not related to the script but the frequent zoning. I tested it myself outside of innerspace and after about 15 minutes of zoning back and forth it will just quit. There doesn't seem to be much rhyme or reason to it as it will sometimes crash after only a few zones and sometimes, on a few occasions, will run successfully for more than 24 hours.

I seem to have the most success when I am running only one instance of eq2.

Regardless, the problem seems to be with eq2 itself.
 

Pygar

EQ2Bot Specialist
Foolish people.

You really think SoE doesn't know this is a bot paradise for uncontested nodes?

You really think they can't run a report of usage on this zone and find station accounts abusing it?

I think your being very foolish to script this behavior.
 

utadaishot

Well-Known Member
Pygar is right, of course. I would hope everyone who uses this excessively understands the increased risk they are assuming. If you did not before, you do now.
 

Eq2hax

Active Member
Suggestion too? Interested in a similar script for Firemyst Gully and Zarrvon's tower :)


I have Written the Firemyst Gully script and I am still bug testing it.. The problem in the zone is the Named in the building.. If you get to close it makes all the gray mobs aggro. Even when I make the path in Eq2harvest stay away from the area, the pathing in FMG still needs to get you back to the door and depending on where u are on the map may pull you near that location making the gray mobs come and kill you. Other than that it works Great!

You need to also add the info below here to the Harvest.Xml file for Eq2harvest
;<Set Name="antonica_epic02_firemyst">
; <Setting Name="1">stonecrest ore</Setting>
; <Setting Name="2">wind swept stones</Setting>
; <Setting Name="3">felled dry land arbor</Setting>
; <Setting Name="4">mesquite catch weed</Setting>
; <Setting Name="5">beast den</Setting>
; <Setting Name="6">dry land shrubbery</Setting>
; <Setting Name="7">fury of fish</Setting>
; </Set>

I will post it to the forums probably next week.. Utadaishot pls let me know where to post it. As I raped it from your COD just took the few hours to get maps locations and names etc and change what was in COD to reflect the FMG script. Please Advise.

Also I looked into Zarrvon's tower . that is a great place to harvest the problem is the clicky to get in the zone has no Fuggin name. on radar it's just a dot on the map with no name. not sure how i can make the bot target something without a name. please advise if you know. I would be happy to write the script for that area. If anyone can think of any other Tier's that have instances where one could harvest inside please post a responce and ill add them as well. I am not taking credit for COD. just the changes to it to make FMG.
 

utadaishot

Well-Known Member
A. You can post it as your own entirely separate from COD. I have a complete Firemyst script I haven't posted yet that uses different methods but if your's works I won't waste time posting it.

B. In my Firemyst, I have two ways to deal with the event: a trigger that aborts harvesting and sprints character back to zone and an auto-revive and resume function if they should die.

C. You can interact with unnamed objects by ID. Look at my kelethin berayal script for an example. You can find the id by using the where command or creating an array to return the id of all nearby NPCs(I can't remember the correct type).
 

Eq2hax

Active Member
A. You can post it as your own entirely separate from COD. I have a complete Firemyst script I haven't posted yet that uses different methods but if your's works I won't waste time posting it.

B. In my Firemyst, I have two ways to deal with the event: a trigger that aborts harvesting and sprints character back to zone and an auto-revive and resume function if they should die.

C. You can interact with unnamed objects by ID. Look at my kelethin berayal script for an example. You can find the id by using the where command or creating an array to return the id of all nearby NPCs(I can't remember the correct type).
No, that's fine. I will leave mine as a learning experience. I was not aware you did the Firemyst script. I await your script.
 

utadaishot

Well-Known Member
Streetfighter: We can cross our fingers. As I stated above, I've been able to run for many hours without crashing on rare occasions, so I'm not getting my hopes up.

Eq2hax: If you did not read my pm, I encouraged you to release yours since I won't be able to finish testing mine until August.
 

Eq2hax

Active Member
Streetfighter: We can cross our fingers. As I stated above, I've been able to run for many hours without crashing on rare occasions, so I'm not getting my hopes up.

Eq2hax: If you did not read my pm, I encouraged you to release yours since I won't be able to finish testing mine until August.
I will Await your FMG. script I like the way you solved the Gray mobs that agrro if you get to close. Mine works for now. But I have the aggro issue still and I am not aware how to solve it.
 

Eq2hax

Active Member
A. You can post it as your own entirely separate from COD. I have a complete Firemyst script I haven't posted yet that uses different methods but if your's works I won't waste time posting it.

B. In my Firemyst, I have two ways to deal with the event: a trigger that aborts harvesting and sprints character back to zone and an auto-revive and resume function if they should die.

C. You can interact with unnamed objects by ID. Look at my kelethin berayal script for an example. You can find the id by using the where command or creating an array to return the id of all nearby NPCs(I can't remember the correct type).
What is the Where Command?
 
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