EQ2Bot pull issues

wired203

Active Member
I have been reading through the script a bit to try to determine the issue but there appears to be a bug I can't seem to track down.

While Soloing with a wizzy I have him set as a main tank with a nuke for a pull, he will start to cast and then run cancelling the cast out, pause for a few and then cast again and this time not move.

Is there a debug mode that I can run this bot in that can give me details as to which codeblocks are being called so I may be able to track it down, or is there anyone who has experienced this issue and resolved it themselves.
 

cybertf2k4

Active Member
Someone correct me if i'm wrong but if you are soloing with a caster class, MT and MA should remain unchecked. If MT is checked the bot will try get you into melee range, which is why you are moving.

When I am soloing with any caster class, I leave those 2 boxes unchecked and i also make sure Engage in Melee Combat is unchecked. This essentially prevents me from moving at all while in combat unless the mob is too far away or agro is detected nearby.

If Engage in Melee Combat is enabled, depending on variuos things, the bot will move you within 4 to 20 meters from what i can tell from the script. i find myself "dancing" around in certain situations when i am soloing with Engage in Melee Combat turned on. It's actually kinda funny to watch.

-CyberTF
 
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Pygar

EQ2Bot Specialist
If you are solo, those boxes should be checked.

I'll wager you've set your pull spell range to the actual range of the spell vs 5-10 range under its actual range. The problem is if the target is perceived moving, it will cancel the cast and move to the pull range.

I've been soloing my wizard and coercer with no troubles.

Also, be sure you're using the latest bot from the svn. Some tweaks were done to pull in the past week to address some range issues I found.
 

IeU

Active Member
i dont know why, but i never figured out how these camp and dungeon navs work. i just use the auto nav ...
 

wired203

Active Member
Pygar thanks I'll check to see if cutting the range back will work, I think it's a 35 range I set to 30 but will double check and lower it. I am running the latest SVN because I saw the update on the nav and wanted to try it out and all I can say is GOD that's so much easier thanks Pygar for that.

Still new to this however I was looting lore items before and it seemed a few weeks ago that it would delete one in inventory to loot the next one to clear the chest? Doesn't seem to do that after the latest updates.

Thanks again for the wonderful bot it does work quite well.
 

Pygar

EQ2Bot Specialist
Blazer gets the credit for the navigation enhancements.

About a day later we fixed the pull stuff.

It does not clear lore items to loot chest, its too dangerous.

For example you could destroy some fabled item you have equiped, to roll on the chest and someone else in group gets the item.
 

ironape2

Active Member
Tuche said:
i dont know why, but i never figured out how these camp and dungeon navs work. i just use the auto nav ...
Navigation tab:

Check Camp
Click start pather. (it will create a camp location at that spot)
Run a path to your pull spot.
Click add pull region (your toon will run back to camp)
Create additional pull locations using the same proceedure
Click save navs if your done.

Something to remember. Set your Camp/DC scan range to be lower than the effective range of your pull spell or bow.

EX: Dooming Darkness: Range 35... Scan range set to 25-30.

This will stop your toon from targeting mobs outside your attackable range and allow your toon to move allong the pull paths. From what I have seen using the camp feature will allow you to kill everything within the scan range around your camp. The toon will then move allong the pull path until it scans a target. It will then pull it back to camp and kill it. It will keep running your pull paths indefinatly. Running out of mobs should not be a problem if you setup multiple pull paths.

Hope that helps
 

Pygar

EQ2Bot Specialist
You can actually set the scan range higher now, and the bot will move you to pull range and cast.

But if its imprtant to you that you never leave the path you created, do set the scan range at or below the pull range.
 

IeU

Active Member
i must be missing something . . .

i did exactly as iron said. it works like 10% of the times and just once, i mean, the bot starts, goes to the first pull point, pulls mobs, runs back to home point, kills mobs.

And stay there, i leave it there and then i often see the bot facing the next pull point but he does not move forward, if i activate auto run till it pulls the mob, it works, he goes there pull then back ( without using auto run ) etc . . .

the bot is not moving forward for me at all :/
 

Pygar

EQ2Bot Specialist
Check your moveto.iss, make sure your key definitions match up to the values there.

I think you can click move to start or move to camp from the navigation pane....


Is this perhaps an issue that autorun doesn't start if the window doesn't have focus?
 

Blazer

Active Member
Make sure your keys are set correctly which is in the beginning of the script (eq2bot.iss);

;===================================================
;=== Keyboard Configuration ====
;===================================================
variable string forward=w
variable string backward=s
variable string strafeleft=q
variable string straferight=e

Also, just a note when you are using camp mode. The bot first scans each region, along each pull path, upto a maximum of what you set your scanrange to, before it goes out and pulls. That way, it will only go and pull something when it detects something along that specific pull path.
 

Pygar

EQ2Bot Specialist
Blazer,

Actually we moved all the defines for movement keys to moveto.iss since every script we saw that needed movement binds was already including that file.

You should only need to edit moveto.iss unless someone has reversed some changes...
 

Blazer

Active Member
Funny thing is, I dont actually use anything in moveto.iss (so probably dont need to include the file anymore).
The only reason why I was using 'w' as opposed to numlock for eq2bot, was because of the smaller movements required. I found in the past that numlock would not register if it was to quick when pressed and it would screw up the movement altogether.
 
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