Eq2Bot and Eq2harvest

kingmonkey

Active Member
I have searched the forums and have tried to set it up myself, but cannot seem to get these two programs to work together.

I have a nice path made with legacy pather which eq2harvest follows, but most of the time I get aggro it is ignored, when it is not ignored mt toon just faces the mob and does nothing!
 

Amadeus

The Maestro
Staff member
You need to have yourself set as the tank and main assist in the eq2bot UI. Otherwise, it should work just fine.
 

Amadeus

The Maestro
Staff member
Don't know what to tell you then ...the eq2bot should work as it always does: if you're set to MA/MT it reacts to aggro accordingly.

The working together is not an issue ..they both do different things and therefore if it's not responding to aggro, then it is probably not responding to aggro at all ...regardless of the other script.
 

larrydoyle

Senior Member
King, you might want to check if EQ2BOT is still active after it gets aggro and trys to pull, or if you get an error and it shuts down (therefore doing nothing). I reported this as a bug in the forums earlier, and it still is happening with my tank.
 

godfetish

Active Member
I found that using eq2bot with the harvester causes the harvest bot to get too far away from the node when eq2bot repositions itself for the fight and in the Harvest function it'll get stuck in a never ending loop. Thus, after the call CheckAggro commands in the Harvest function (there are 2) put in this code snippet:

Code:
if ${Actor[${NodeID}](exists)} && (${Actor[${NodeID}].Name.Equal[?]} || ${Actor[${NodeID}].Name.Equal[!]})
  call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 3 0 3 1
else
  call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 5 0 3 1
This will seek out the node again once combat is resolved.

Another check I changed for using the two together was actually in the CheckAggro function. I changed the "${MobCheck.Detect}" to "${Me.IsHated}" (again, there are 2). I was finding the MobCheck.Detect getting stuck on mobs in the area that are in combat stance like the rogue guys in Loping Plains around Maximillian's camp. IsHated just seemed to stop more reliably for eq2bot to finish off the combat once the bot reaches a node. I still don't know why the bots will continue running through navigation points until it gets to a node or the end of the path to actually fight sometimes this is a problem in eq2bot alone also so between the two I just don't know.

That's some fixes I've found that had to be taken care of anyway...
 

Nuprecon

Active Member
I found that using eq2bot with the harvester causes the harvest bot to get too far away from the node when eq2bot repositions itself for the fight and in the Harvest function it'll get stuck in a never ending loop. Thus, after the call CheckAggro commands in the Harvest function (there are 2) put in this code snippet:

Code:
if ${Actor[${NodeID}](exists)} && (${Actor[${NodeID}].Name.Equal[?]} || ${Actor[${NodeID}].Name.Equal[!]})
  call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 3 0 3 1
else
  call moveto ${Actor[${NodeID}].X} ${Actor[${NodeID}].Z} 5 0 3 1
This will seek out the node again once combat is resolved.

Another check I changed for using the two together was actually in the CheckAggro function. I changed the "${MobCheck.Detect}" to "${Me.IsHated}" (again, there are 2). I was finding the MobCheck.Detect getting stuck on mobs in the area that are in combat stance like the rogue guys in Loping Plains around Maximillian's camp. IsHated just seemed to stop more reliably for eq2bot to finish off the combat once the bot reaches a node. I still don't know why the bots will continue running through navigation points until it gets to a node or the end of the path to actually fight sometimes this is a problem in eq2bot alone also so between the two I just don't know.

That's some fixes I've found that had to be taken care of anyway...
Any chance of getting those additions onto SVN?
 
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