eq2harvesting question (start and finish)

penny

Active Member
I installed the scripts

entered the game

~

runscript eq2harvesting

the window came up and up recorded 9 nav points and saved them that created the xml file successfully

now when i run go to the main tab and click "start harvesting" it tells me I need to check my xml file for a start and finish point. i understand xml and the structure but I don't know what its really looking for for a start and finish point...
 

marcusw03

Active Member
you need to assign a point labeled start and a point labeled finish. the pather will automatically make the Start point but before you save and close you need to hit f2 and make a point named finish cos all those Finish girls deserver a point named after them. :D
 

wired203

Active Member
When Creating a path it's a good point to make a start and finish, this is to allow you to make several path's within a zone.

Lets take SS for instance, there are a few good points to harvest depending on what you want. We have all seen the bots going along the wall and the ones in the oasis.

So to set it up you would load the navigation path maker, clear all points, create a point with name (were starting on the wall) named WallStart, run your path, at the end of the path create a named point called WallFinish and Save.

Then set the startpoint as WallStart and endpoint as WallFinish under the navigation tab of eq2harvester.

Here is where the real power of that kicks in, now you want to be able to harvest Oasis as well in the same zone, Head over to where you want your oasis start, Launch the NavPathCreator, (you already have a path created DO NOT DELETE you only clear the paths first time out) Create a named point called OasisStart, run your oasis path, Create a named point called OasisFinish.

Now you can harvest in 2 different locations with 2 different paths in a zone, just select the proper start and finish per area that you created in the navigation tab.

(WallStart,WallFinish)(OasisStart,OasisFinish) I hope that not only clears up your original question but also shows you how extensible this really is.
 

grimesp78

Banned
addind additional paths

Is there an easier way of adding multiple harvest paths? Once I load up the harvester, there usually is an entire path preloaded, so I would have to one by one remove those path entries to start a new one. Wouldn't it be easier to add a button that clears the path that was loaded to start a new one? Unless its supposed to do it this way. I mean, are you supposed to just keep adding onto whatever is in there? So you have have all routes i.e. start-finish, start1-finish1,start3-finish3 all under your navigation points? That would seem pretty confusing if you have to go back through and edit your path.

Another question, Roaming Range, Distance outside the max roaming range, and distance to filter y axis.......I can seem to find a sweet spot for areas like lavastorm.

I have it set to Roaming Range: 40
Distance to Max Roaming Range: 7
Distance to y Axis: 15

It seems to not get caught up into things as much as it did, but still does quite often. Any tips on how to actually run your path? Like should I plot my course to run exactly in the middle of two obstacles? What if I want it to run a specific path only? What settings would I have it on?

The Oasis route for instance, How would I set the roaming up so it doesnt wander no more than 2 steps from left or right of the route I plot? If I want it to run along a wall and only hravest nodes within arms length of the wall, but still be able to manuever around rocks etc and not get stuck, what would be the best setting?
 

mycroft

Script Author: MyPrices
Unfortunately no , you have to do it that way , I generally make a backup of the navigation files before adding a new route.

To make life easier I usually name the start <some feature close by>-Start and the same with the finish.

The magic setting for difficult areas with walls is Roaming Range , setting that to a small value will try and keep it exactly on the path you set , unfortunately it will still get stuck every now and again , but less often.
 

grimesp78

Banned
mycroft said:
Unfortunately no , you have to do it that way , I generally make a backup of the navigation files before adding a new route.

To make life easier I usually name the start <some feature close by>-Start and the same with the finish.

The magic setting for difficult areas with walls is Roaming Range , setting that to a small value will try and keep it exactly on the path you set , unfortunately it will still get stuck every now and again , but less often.

ok cool. Thanks for the reply! The everfrost path that was included with the script, leaving in default value makes it get stuck after every other node....I believe the default value of roaming range is 80. Should that be set to a single digit number and let the max roaming range outside be the fine tuner? Trying to get an idea of what a single value covers.....Roaming Range 1 = how much space on the screen would that cover? Are the Values the same? Is 1 Roaming Range the same as 1 Maximum Roaming Range in distance? I guess what Im wondering is Roaming range like a Radius in Feet and Maximum Range outside a value in inches (to use as a comparison) or am I thinking too much into this lol?
 
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