Start and finish points defined, I know they're good because one time I didn't define the finish point and it wouldn't run at all.abbadon said:Are you sure you are identifying a start and finish point? If so, did you do a loop and drop your finish right next to your start?
Did you start a path and then save it and then come back to change it later and not clear out the starting points?
Is this your first time using it or did it just stop working after creating a new path?
Ok, tried that just a few minutes ago and same problem. There happened to be a ? near by when I started it this time and it harvested it but after that it just bugged out again.abbadon said:I would put your start and finish at opposite ends of your path. You don't need to create the loop yourself. You can define how your toon walks the path via the UI. I don't think it likes the two points being very close together.
Ok, feel a little silly now. Not sure which did it but I set my EQ2 keymap to default (had a couple keys changed) and changed the scripts run forward key from numlock to w.abbadon said:I just remembered that a lot of my original problems came from not changing the keymappings in the script. At the top I think they have num lock for forward, s for back and a and d for strafe l/r. I personally use a and d for turns and q/e for strafe.
Another thought is did you use ama's installer for the latest scripts? The original harvest bot had problems that you are talking about associated with the moveto vs fastmove routines. You can't use the script in the first post of the release thread. You need to look further down where there have been some improvments made.
If you didn't use ama's installer download the script from this thread:
http://www.isxgames.com/forums/showthread.php?t=110
Make sure you get the one from the very last post.