HOWTO: Utilizing EQ2Navigation

Amadeus

The Maestro
Staff member
ISXEQ2 now comes with a system for utilizing the lavishnav pathing system. This allows for users to create region files (maps) for zones and then utilize scripts for movement within those mapped zones.

I. Creating Zone Files
To create a zone file, you will run the script "EQ2NavCreator". This script is included with ISXEQ2. The syntax is as follows:
Code:
Syntax:> run EQ2NavCreator [flags]
 
         Flags:  -auto        (Points are added automatically as you move through space)
                 -PtoP        (Point-to-Point Mode:  The Mapper assumes that every point you create is connectable with the last point created.
                               Collision checks, etc. are then done for all other connections.
                 -nocollision (No collision checks at all are made when connecting points.)
                 -lso         (Indicates to the script that it should load the current list from an LSO file.  By default, it will use an
                               xml file if one exists.  This flag will also set the script to save as LSO (which can be toggled.)
For most uses, you will want to have the mapper create the file for you automatically as you move around, and you'll want it to assume that you're always traveling along a path in which you did not have to climb, jump, etc over any obstacles. To do that, you would enter this in the console:
Code:
> run EQ2NavCreator -auto -PtoP
Once the script is running, you'll see a lot of options on the screen. The only important one really is "F2", which allows you to add a custom point (where you're standing) with a Name that you specify. So, if you want to create a spot called "Home", you would hit F2 and then enter "Home" in the dialog box.

After you have run all over the zone and have created all of the custom points you wish to create, then hit F11. That will save the file and exit the script. The file is kept in /Scripts/EQ2Navigator/zones. Any time you want to edit your file, just start the script up as you did before and it will automatically load it and you can start right where you left off. It will not overwrite or change anything, only add to it. (Note: A zone file can have as much data as you wish within it.)

There are a couple of advanced options that you should be aware of. By default, the script will load up and save to XML files. If you wish to load an LSO file (which is usually just the zone file with no extension, a binary form, in other words), then you would use "run EQ2NavCreator -auto -ptop -lso". If you want to SAVE to LSO form, then you would simply toggle the save mode by keying "ALT-F3". LSO files load up and work JUST as well as xml files in all cases, it's just that they are significantly smaller as they are compressed binary files.

Also, the script works with a region type of "Spheres" by default. I'm not going to get into the differences with region types, as that is rather advanced; however, you can change it by keying "CTRL-F3" while running the mapping script.

Finally, it is important to realize that creating a map file is, by definition, an advanced action with ISXEQ2/InnerSpace, and will take some trial and error and time for you to master. However, it really isn't as hard as you'd think. One thing that you will have to keep in mind is that collision detection and point/region connection is not perfect, so in more complex areas (ie, tight dungeons) it might require some manual editing of the map xml file.


II. Utilizing the Navigation System

Once you have a map file created, adding movement to your scripts is VERY simple. Here are a few sample scripts that illustrate how you would deal with various situations.

NOTE: I will eventually figure out a smart way for the navigation system to automatically determine if there are LSO or XML formats of map files..but, for now, you'll need to indicate it in the script. These examples are for XML map files; however, to use LSO you'd simply change the line that reads "Nav:UseLSO[FALSE]" to "Nav:UseLSO[TRUE]"

#1 - Moving to an X Y Z location
Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToLoc[8.66,-6.48,14.74]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
Note the 0.5 in this script. I have found that this is the perfect wait time for the navigation system. You can experiment with this value if you wish; however, I think you will find that "wait 1" or "waitframe" is too slow.

#2 - Moving to a named point given as an argument
Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToRegion[${Arg1}]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
#3 -- Moving within very tight quarters
Use one of the scripts above; however, before you issue the "MoveTo" method, put these lines:
Code:
Nav.gPrecision:Set[1]
Nav.DestinationPrecision:Set[3]
Nav.SmartDestinationDetection:Set[FALSE]
You can tweak those values, of course. For information on what they do, see the top of EQ2Nav_Lib.iss


---
Advanced users can browse through "EQ2Nav_Lib.iss" and "EQ2NavMapper_Lib.iss" to see what else is possible; however, this gives everyone a good foundation for testing and using the EQ2Navigation system.
 

Amadeus

The Maestro
Staff member
Comments/Questions can be posted in this thread. I will prune often to keep it manageable but feel free.
 

Amadeus

The Maestro
Staff member
The SVN will always have the latest versions of all of these files. I will not always update ISXEQ2 just to update the EQ2Navigation .iss files. So, always update your SVN before testing just to make sure you're using the latest versions.
 

Nuprecon

Active Member
I bought a tier 1 GH in North Freeport. I set up the guildhall just like you said to put stuff around the room up against the walls and put the rushorder, tradeskill writ agent, fuel merchant, and the workorder clipboard, on the opposite wall. The thing is I can get my crafters to pick up the writ and go over to the machine and make it, but it doesnt want to return to the agent. So what am I doing wrong?
You don't have nearly enough named navigation points for the craft bot to work. Here's a list of the nav points you are going to need. And yes, you need them all.

RushOrder
WorkOrder
Wholesaler
Chemistry Table 1
Chemistry Table 2
Chemistry Table 3
Work Bench 1
Work Bench 2
Work Bench 3
Sewing Table & Mannequin 1
Sewing Table & Mannequin 2
Sewing Table & Mannequin 3
Woodworking Table 1
Woodworking Table 2
Woodworking Table 3
Stove & Keg 1
Stove & Keg 2
Stove & Keg 3
Broker
Forge 1
Forge 2
Forge 3
Engraved Desk 1
Engraved Desk 2
Engraved Desk 3
-----


Feel free to open any of the included path files (in \InnerSpace\Scripts\EQ2Navigation\zones) to see examples of what your zone file should look like. If you're trying to create something for a custom guild hall, then you would just follow the instructions in the initial posting on this thread, and make sure that it has ALL of the points listed above. (HINT: Make your guildhall as simple as possible -- put everything fairly close with no obstacles ...in the same room is best.)
- Amadeus
 

fryfrog

Well-Known Member
It has been a while since you posted this, but I'd love to hear some of the differences between the different points.

The names sphere, box and point seem pretty self explaining but your post above makes it sound like they might be more complex.

Is one better to use in one or another situation?
 

Amadeus

The Maestro
Staff member
Everyone has different ideas about which is better and 'why'. But, for most of you, your nav files should be simple (you need to MAKE them simple) -- so what I've described here should work just fine.

I think most people go for sphere types nowadays. Get Valerian to tell you his preferences, I think he spent some time comparing everything.
 

Valerian

ISX Specialist
spheres seem good for open areas, where overlapping up and down isn't a huge issue, and the floor is level without obstructions. Connecting of spheres is dependent on the line of sight checks, which can be foiled by a simple pebble on the ground, or one stair.

boxes seem better for tight areas, and are much easier to tweak in the xml if you have to make an exact path around obstacles (alchemy tables and the railing in freeport, for example) -- boxes also seem to go up and down stairs (obstructions) better than spheres, when auto-plotting. It appears the connections for boxes are related more to actual overlap than line of sight, which when coupled with the ease of editing, makes them my region type of choice.

points are useless and should die.
 

Odii

Active Member
Are you able to use something like this without creating/loading a map?

I'm looking to include something like this in another script that moves a character to a specific loc everytime it logs in.



Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToLoc[8.66,-6.48,14.74]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
 

Nuprecon

Active Member
Are you able to use something like this without creating/loading a map?
No, you will need to create a map with waypoints. Which is easy enough... and then change Nav:MoveToLoc[8.66,-6.48,14.74] to Nav:MoveToRegion[${Arg1}]


then your script syntax would be "runscript skuttlebutt Location" where Location is the name of the waypoint you used, and SkuttleButt is the name of your script.
 

Amadeus

The Maestro
Staff member
No, you will need to create a map with waypoints. Which is easy enough... and then change Nav:MoveToLoc[8.66,-6.48,14.74] to Nav:MoveToRegion[${Arg1}]
This is wrong. The script that he pasted will work correctly (at least in theory it SHOULD.) However, you are correct in that a map file is required for every zone in which you are going to use the EQ2Nav system.

That being said, it IS better to create 'named' waypoints and go to those instead of X/Y/Z ..but, it should be possible and it should work.
 

Nuprecon

Active Member
This is wrong. The script that he pasted will work correctly (at least in theory it SHOULD.) However, you are correct in that a map file is required for every zone in which you are going to use the EQ2Nav system.

That being said, it IS better to create 'named' waypoints and go to those instead of X/Y/Z ..but, it should be possible and it should work.
When I tried it, the code he posted, it yelled at me for "not enough data" when standing within 15m of the waypoint. As i got closer to the waypoint it would pick it up howerver. So about 5m away it picked it up and moved me to it. But i had to be fairly close.
 

wired203

Active Member
Aye I tested same as Nup and it buggered, but I did test out making a map and naming a waypoint and calling it with the test code provided and worked a treat. Now to figure out the best way to use it lol.
 

drippy

Active Member
Tier 3 guild hall Navigation problem

First, let me say that I have the navigation working beautifully with a simple tier 1 guild hall layout. The navigation works as it should.

However, I am having problem getting the navigation to work correctly with a large space for a different toon that belongs to a guild with a tier 3 guild hall. The tradeskill area is in the large outdoor space, and I have no ability to move obstacles. I would not say the space is any way tight but there are some obstacles.

I have tried using box, ptop, sphere, and have done the entire list of navigation points from RushOrder to Engraved Desk 3 (there are 50 points saved each time), 3 or 4 different time for each type mentioned. The first problem that occurs is the the clip boards are not near the rushorder or workoder person. The second problem is that the toon will not move to the RushOrder or WorkOrder NPC, but immediately starts to bounce backwards as if a collision is occuring. I could have the toon in an open space away from the RushOrder NPC and it starts the bouncing backing up maneuvers.

Any suggestions for what I should look for in order to resolve this? Is there a way to add the clipboard as a point to pick up the order?
 

Nuprecon

Active Member
First, let me say that I have the navigation working beautifully with a simple tier 1 guild hall layout. The navigation works as it should.

However, I am having problem getting the navigation to work correctly with a large space for a different toon that belongs to a guild with a tier 3 guild hall. The tradeskill area is in the large outdoor space, and I have no ability to move obstacles. I would not say the space is any way tight but there are some obstacles.

I have tried using box, ptop, sphere, and have done the entire list of navigation points from RushOrder to Engraved Desk 3 (there are 50 points saved each time), 3 or 4 different time for each type mentioned. The first problem that occurs is the the clip boards are not near the rushorder or workoder person. The second problem is that the toon will not move to the RushOrder or WorkOrder NPC, but immediately starts to bounce backwards as if a collision is occuring. I could have the toon in an open space away from the RushOrder NPC and it starts the bouncing backing up maneuvers.

Any suggestions for what I should look for in order to resolve this? Is there a way to add the clipboard as a point to pick up the order?
Are your Auto Run buttons the same on each toon, ie Num Lock?
 

drippy

Active Member
Navigation fixed but clipboard still at large?

Are your Auto Run buttons the same on each toon, ie Num Lock?
Thanks for the suggestion. I have not played this particular toon in 2 years and yes the autorun button was not the default. Thanks for spotting that. Movement seems to be corrected now.

However, is the work order clip board being too far away from the RushOrder and WorkOrder NPC's a problem still though? Is there a way to add movement to the clipboard to accomadate this issue?
 

michaelbolland

Active Member
Is there a way to add the clipboard as a point to pick up the order?
Tried looking for a script to see if it had the clipboard down as a specific name but was only able to locate xml files. Where is the script and what is the name to use for clipboard? Just as the post above I have no control over clipboard locations and must work around this.
 

Valerian

ISX Specialist
The script does not move to the clipboard. The script assumes that whoever is designing your guild hall is smart enough to actually put a damned clipboard within clicking range of your work/rush order npcs.

Clipboards are not that expensive. Seriously. You can have more than one in your guild hall. I promise. Tell your designers that.

If this continues to be a MAJOR issue, i.e. more than 15 people complaining about it, I may put another option in for a nav point to clipboard. Here's your chance guys, sign this petition.
 

michaelbolland

Active Member
petition signed

guildies keep them near the crafting stations and want to know why we are asking to move them when it is unnecessary
 

pz

Active Member
honestly dont understand the big deal.. "can i get another clipboard next to the npc? it's just easer for me, thanks guys".. ?
 

Forlon

Active Member
Its easy to ask that sure... butthat doesn't always work. It would be nice to be able to define a location for the clipboard. Is it that hard to add that?
 

Poserklr187

Active Member
lol great, not its asking for a 'invoices' nav and for some reason F2 isn't bringing up a prompt window anymore so I can't even add one.
 

Stunt

Member
let me start by saying i'm not a programmer, though i do work in the computer field and can usually pick up things pretty quickly, but creating a nav layout in my guild hall is kicking my ass....so i figured i would just ask some (of what you guys will probably think are dumb) questions here.

i cant get the bot do to writs on my guild hall....

1st of all i am able to run the nav script, and hit f2 at each of the crafting stations.
do i have to use all of the point names that are listed in this post (as in Work Bench 1 Work Bench 2 Work Bench 3) and if so can i just move slightly to the right or left, or should i run all what way back to the Writ Giver?

2 im am in a T2 Guild hall, in the back room on the left, and each time i run to a station it says a lot of things about mapper-Debug, and connection to (what ever station i was at) then it will say "Regions do not intersect" over and over....have no idea what this is so i don't know if this is the main reason for my problem.....is it?

3rd, on step II utilizing the navigation system....this is where i am most lost....do i have to make a file for the Code ( as in #include ${lavishscript.homeDirectory}...) if so how do i make this file (is it just a txt file or?) and where does the file go...OR do i cut and past all of this into the Console?

Like i said i no very very little about programing, so if anyone out there could help me out, im just tired of carrying tons of raws with me into the crafting dungeons when i can just leave them in the crafting box and yea....

Thanx in advance for anyone who helps me out with this, and i apologize if this has been covered and i missed it...yes i did search for the problems and everything pointed me back to this thread.

-Stunt
 

Amadeus

The Maestro
Staff member
Code:
1st of all i am able to run the nav script, and hit f2 at each of the crafting stations.
do i have to use all of the point names that are listed in this post (as in Work Bench 1 Work Bench 2 Work Bench 3) and if so can i just 
move slightly to the right or left, or should i run all what way back to the Writ Giver?
Yes, all points that are in the current navigation files must be in any custom ones that you make. You don't have to move at all, you can
stand in the same place and hit F2 three times and label them "Work Bench 1", "Work Bench 2", "Work Bench 3" ..etc.

The fourth posting in this thread, by Nuprecon, has a quote of all the points required as well as the answer to this question.

Code:
3rd, on step II utilizing the navigation system....this is where i am most lost....do i have to make a file for the Code 
( as in #include ${lavishscript.homeDirectory}...) if so how do i make this file (is it just a txt file or?) and where 
does the file go...OR do i cut and past all 
of this into the Console?
The file is created automatically in the correct place. After you finish and "save" the file, you'll find it at /innerspace/Scripts/EQ2Navigation/Zones/qey_guildhall_tier2.xml or something similar to that.



Anyway, creating a navigation file for a guildhall is very simple. Just follow these instructions as given in the first posting on this thread:

For most uses, you will want to have the mapper create the file for you automatically as you move around, and you'll want it to
assume that you're always traveling along a path in which you did not have to climb, jump, etc over any obstacles. To do that,
you would enter this in the console:

> run EQ2NavCreator -auto -PtoP

Once the script is running, you'll see a lot of options on the screen. The only important one really is "F2", which allows you to add
a custom point (where you're standing) with a Name that you specify. So, if you want to create a spot called "Home", you would
hit F2 and then enter "Home" in the dialog box.

After you have run all over the zone and have created all of the custom points you wish to create, then hit F11. That will save
the file and exit the script. The file is kept in /Scripts/EQ2Navigator/zones. Any time you want to edit your file, just start the script
up as you did before and it will automatically load it and you can start right where you left off. It will not overwrite or change anything,
only add to it. (Note: A zone file can have as much data as you wish within it.)
While the mapper is running, you just create all of the points (using F2) that is mentioned in the fourth posting on this thread.

Also, make sure that your clipboard is placed near the workorder folks in the guild hall.

If you do all of these things it will work. Heck, I took like 5 minutes the other day and made a navigation file for Paineel. It will work anywhere.



NOTE: After you create the required points, you should just run around the area a little bit so that the mapper fills in as much "space" in the
zone as it can. That way, you can start the script anywhere, not just in a particular place. In other words, start the mapper, walk to the
different places you need to create specific points (the broker, the tradeskill benches, etc.) then just run around the general area a bit and
try to "fill in" any blank spaces in the map file. Once you've done that, then hit the SAVE&EXIT function key and you're set.
 

Stunt

Member
ok very cool man thanx, im guessing maybe i didn't fill in all the extra space because i did everything including all the points (though i moved slightly at each spot just in case) and it wouldn't work for me...ill try it again.

just to clarify though 1 i don't have to do anything to the files in step II....and the Regions do not intersect message i get in the console is normal?



-Stunt.


PS its cool to know that i can add the stuff in Paineel as well...thanx for the info.
 

Amadeus

The Maestro
Staff member
As long as you start the mapper with this command:
> run EQ2NavCreator -auto -PtoP

you should be fine and can ignore everything in the console (as long as the path you're running does not have obstacles.) Just when you're moving around, move around obstacles as you would while walking normally and it should be fine.
 

Stunt

Member
ok first let me say thanx, i don't know what i did the first few times but i guess i was over thinking it....i got the bot to work and run around the crafting room of the guild hall.


now for the new problem, it seems that the bot like to send my toon ALL over where i mapped. when i start it my too will run to the writ giver, get the quest, then run to the crafting station. when it is finished however the funny stuff happens. my toon will run in reverse to the far wall, run forward to another wall then turn and run in reverse all over the place until it finally finds the writ giver for the turn in.

when running all over the the crafting room i did not jump over anything, or run in reverse or sideways, i just ran around to all the crafting stations, and then ran in circles in the middle to try and fill in all the empty space.


any ideas?
 

insanitywiz

Senior Member
I'm fairly sure the original pather didn't have a "shortest route" component, as it would cross itself several times because of the Z plane, it went up and down stairs in the tradeskill instances, so it might be trying to run around in circles in the middle following your path.

Keep it simple, start at a home point (the writ giver/clipboard is a good place) run to a station, put in the location name, and run back to the home point, rinse and repeat for all needed points.

Also, make sure you aren't using any runspeed buffs.
 

Stunt

Member
ahh ok yea....what i did was run a big circle when i added all the F2 spots.....then ran back and forth to each spot, then ran all over the rest of the room.....i was sure it was something i did, just didn't know what....as far as fixing it....can i just delete that file? or is there a way to get rid of all the data? or will just redoing it fix the issue?



thanx again in advance.....once i get this figured out i'm gonna start asking how to use the bot to grind out aa in instance, so i'm really glad there are people here willing to help instead of just telling me to learn to write scripts.


-Stunt
 

Stunt

Member
i did, i deleted the file and re did it just running to each station....my toon still runs in reverse until it hits a wall then after a few seconds of it running backwards into the wall it will usually run forward, and if it runs close enough to the crafting station it will start crafting....and when its done with the writ it does the same thing on the way back to the writ giver....i'm at a loss as to what i've done.
 

Stunt

Member
prob in the mid to low 20s...


i was able to set it up in a room of a t3 guild hall and had no issues (except where the the sewing table was made my guy run down the stairs....was pretty funny but i just put a wall up to block off the stairs)....but in this t2 hall it just seems like im missing something.
 

Wishbringer

Well-Known Member
You don't have nearly enough named navigation points for the craft bot to work. Here's a list of the nav points you are going to need. And yes, you need them all.

RushOrder
WorkOrder
Wholesaler
Chemistry Table 1
Chemistry Table 2
Chemistry Table 3
Work Bench 1
Work Bench 2
Work Bench 3
Sewing Table & Mannequin 1
Sewing Table & Mannequin 2
Sewing Table & Mannequin 3
Woodworking Table 1
Woodworking Table 2
Woodworking Table 3
Stove & Keg 1
Stove & Keg 2
Stove & Keg 3
Broker
Forge 1
Forge 2
Forge 3
Engraved Desk 1
Engraved Desk 2
Engraved Desk 3
Invoices 1
Invoices 2
Invoices 3

are needed too
 

Valerian

ISX Specialist
Invoices 1
Invoices 2
Invoices 3

are needed too
Nope. Optional. Only needed if your guild hall decorator is a total moron.

EDIT:
Invoices 1-3 are BROKEN, and there is no immediate plan on fixing them. Craft will move to "Invoices" (no number) if defined.
 
Last edited:

lavishsoft09

Active Member
obstacles

As long as you start the mapper with this command:
> run EQ2NavCreator -auto -PtoP

you should be fine and can ignore everything in the console (as long as the path you're running does not have obstacles.) Just when you're moving around, move around obstacles as you would while walking normally and it should be fine.
I cannot seem to get my crafter go up the stairs and to the right to a crafting station I need. I've done all the f2's saved it. Everytime i get a rush order and tries to go to the crafting station it's running into that obstacle (user made platform). The crafting station is up on a platform. Can you tell me where I can read to make my toon go up 2 small stairs? I guess that would be making mapping with obstacles. thanks very much for your help.
 

Amadeus

The Maestro
Staff member
Can we please stop asking for how to do stuff that can be fixed easily by other means? Either design (or beg your guildhall designer) to put shit in a way that makes it easy to get from one thing to the other.

Hell, even for those people that aren't using isxeq2, it'd be better if all of the damn tradeskill benches, NPCs, etc.. were sitting 2 feet from each other in a big ass pile.

It's a waste of your time and everyone else's time here to figure out ways to get around obstacles, stairs, etc. when things can be placed in a big ass circle and you can stand in the middle of it and never move.
 

lavishsoft09

Active Member
not in this guild i cant

Unfortunately I can't change shit in the guild crafting hall nor they would want to but I will pm whoever can design one for me for $$$ if they are able to.
 

bzt

Active Member
-----


Feel free to open any of the included path files (in \InnerSpace\Scripts\EQ2Navigation\zones) to see examples of what your zone file should look like. If you're trying to create something for a custom guild hall, then you would just follow the instructions in the initial posting on this thread, and make sure that it has ALL of the points listed above. (HINT: Make your guildhall as simple as possible -- put everything fairly close with no obstacles ...in the same room is best.)
- Amadeus


Ok I have no control over the placement of things in the guildhouse. The crafting stations are all in tents that I cant run through.

How the heck do I create a path so I run AROUND the tent to go inside. I have tried it 20 ways from Sunday, and I still just make a B line to the side of the tent and just run against the tent.
 

Wescondley

Active Member
ISXEQ2 now comes with a system for utilizing the lavishnav pathing system. This allows for users to create region files (maps) for zones and then utilize scripts for movement within those mapped zones.

I. Creating Zone Files
To create a zone file, you will run the script "EQ2NavCreator". This script is included with ISXEQ2. The syntax is as follows:
Code:
Syntax:> run EQ2NavCreator [flags]
 
         Flags:  -auto        (Points are added automatically as you move through space)
                 -PtoP        (Point-to-Point Mode:  The Mapper assumes that every point you create is connectable with the last point created.
                               Collision checks, etc. are then done for all other connections.
                 -nocollision (No collision checks at all are made when connecting points.)
                 -lso         (Indicates to the script that it should load the current list from an LSO file.  By default, it will use an
                               xml file if one exists.  This flag will also set the script to save as LSO (which can be toggled.)
For most uses, you will want to have the mapper create the file for you automatically as you move around, and you'll want it to assume that you're always traveling along a path in which you did not have to climb, jump, etc over any obstacles. To do that, you would enter this in the console:
Code:
> run EQ2NavCreator -auto -PtoP
Once the script is running, you'll see a lot of options on the screen. The only important one really is "F2", which allows you to add a custom point (where you're standing) with a Name that you specify. So, if you want to create a spot called "Home", you would hit F2 and then enter "Home" in the dialog box.

After you have run all over the zone and have created all of the custom points you wish to create, then hit F11. That will save the file and exit the script. The file is kept in /Scripts/EQ2Navigator/zones. Any time you want to edit your file, just start the script up as you did before and it will automatically load it and you can start right where you left off. It will not overwrite or change anything, only add to it. (Note: A zone file can have as much data as you wish within it.)

There are a couple of advanced options that you should be aware of. By default, the script will load up and save to XML files. If you wish to load an LSO file (which is usually just the zone file with no extension, a binary form, in other words), then you would use "run EQ2NavCreator -auto -ptop -lso". If you want to SAVE to LSO form, then you would simply toggle the save mode by keying "ALT-F3". LSO files load up and work JUST as well as xml files in all cases, it's just that they are significantly smaller as they are compressed binary files.

Also, the script works with a region type of "Spheres" by default. I'm not going to get into the differences with region types, as that is rather advanced; however, you can change it by keying "CTRL-F3" while running the mapping script.

Finally, it is important to realize that creating a map file is, by definition, an advanced action with ISXEQ2/InnerSpace, and will take some trial and error and time for you to master. However, it really isn't as hard as you'd think. One thing that you will have to keep in mind is that collision detection and point/region connection is not perfect, so in more complex areas (ie, tight dungeons) it might require some manual editing of the map xml file.


II. Utilizing the Navigation System

Once you have a map file created, adding movement to your scripts is VERY simple. Here are a few sample scripts that illustrate how you would deal with various situations.

NOTE: I will eventually figure out a smart way for the navigation system to automatically determine if there are LSO or XML formats of map files..but, for now, you'll need to indicate it in the script. These examples are for XML map files; however, to use LSO you'd simply change the line that reads "Nav:UseLSO[FALSE]" to "Nav:UseLSO[TRUE]"

#1 - Moving to an X Y Z location
Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToLoc[8.66,-6.48,14.74]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
Note the 0.5 in this script. I have found that this is the perfect wait time for the navigation system. You can experiment with this value if you wish; however, I think you will find that "wait 1" or "waitframe" is too slow.

#2 - Moving to a named point given as an argument
Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToRegion[${Arg1}]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
#3 -- Moving within very tight quarters
Use one of the scripts above; however, before you issue the "MoveTo" method, put these lines:
Code:
Nav.gPrecision:Set[1]
Nav.DestinationPrecision:Set[3]
Nav.SmartDestinationDetection:Set[FALSE]
You can tweak those values, of course. For information on what they do, see the top of EQ2Nav_Lib.iss


---
Advanced users can browse through "EQ2Nav_Lib.iss" and "EQ2NavMapper_Lib.iss" to see what else is possible; however, this gives everyone a good foundation for testing and using the EQ2Navigation system.
Any idea why.....and quite randomly it appears.....When finished completing a writ, the toon won't go turn in? Works sometimes, and at other times, he just stands there, and won't do anything.

Thanks....
 

Kevinshp

Well-Known Member
I just put the crafting fuel merchant and the writ giver in an area that can be hailed from any of my crafting tables work like a charm. Way easyer to ajust the room instead of setting nav points.

Guess I took the easy way out.
 

Sethric

Active Member
I want to be able to use the eq2navigation, but, I have had little success. I will describe what I'm trying and maybe someone can point out what i'm doing wrong.

I'm on the island of mara, near the dock, that bit of land near the dock that goes from the dock to the tree at the end of the main street there. It's about 100m.
Next to the dock, on the grass, i run:
Code:
run EQ2NavCreator -auto -PtoP
I move around a tiny bit and see that points are being created.
I hit F2 and name the point 'neardock'
I check the newly created xml later in c:\program files\innerspace\scripts\eq2navigation\zones\adv04_rgn_village.xml and I do see 'neardock listed as a point.

I run up and down that path a few times, then go back and stand near the dock where I began. Oh, when I was at the end of that path, I made a F2 spot and named it 'neartree', and later confirmed it's in the xml.
I hit F11 and save it off. Everything looks great.

I save the OP code into an iss:
#2 - Moving to a named point given as an argument
Code:
#include ${LavishScript.HomeDirectory}/Scripts/EQ2Navigation/EQ2Nav_Lib.iss
 
function main(string Arg1)
{
    declarevariable Nav EQ2Nav script
 
    Nav:UseLSO[FALSE]
    Nav:LoadMap
 
    Nav:MoveToRegion[${Arg1}]
 
    do
    {
        Nav:Pulse
        wait 0.5
    }
    while ${ISXEQ2(exists)} && ${Nav.Moving}
}
Everything looks great, I go stand near the start point and type into the console: Run Mara neartree

He takes off running and gets to the endpoint and then he turns 45degrees left and continues running.
I run the eq2nav mapper again and extend the path about 100m past the 'neartree' spot and save it, then start the script standing at the far end of this path. Once again my guy runs over to the correct spot near the tree, but, this time he makes a 135 degree turn right. well i'm unsure of the exact direction, but, it's the same direction as coming from the other side of the path.
I'll try drawing it.
Code:
                     pointD
                      /
                     /
pointA__________pointB _________pointC
No matter if I start from pointA or pointC I go to pointB and want to stop, but, instead, i turn and continue to run in the direction of pointD.

I tried this on the other pc from scratch in butcherblock on the dock, and it does the same thing.
Here is a copy of the BB xml map.
http://pastebin.com/WL3etS5h

I have normal default keys, my S key causes me to run backwards and numlock is autorun forwards.

Ok, thanks alot for any advice.
 

Kelly71

Active Member
Im getting stuck on this.

I am in two seperate guild halls testing. The NPC's and thing you get the Writs from are right next to each other on both.

I run EQ2NavCreator -auto -PtoP Make a square going around the room to each station and hitting F2 on each and naming them.

I start craft and it will hail the NPC get the WO from the clipboard. Run to which ever craft station it needs and craft the writ.

As soon as its finished it acts like it wants to head back to get a nother writ. It moves just a tad then opens up the craft station again then closes craft..

Ideas? Thoughts....
 

Sethric

Active Member
I have seen something very similar, but, i dont remember it opening the crafting station again before closing craft.
I believed it was happening because of something along the lines of the rush order guy being close enough for the movement to think it doesnt need to move you, but, your actual reach is not far enough to open him.
try making the point for the rush order guy farther away from that craft table.
Try a different crafting character at a different station and see if that also has 'the problem'.
 

Kelly71

Active Member
I have seen something very similar, but, i dont remember it opening the crafting station again before closing craft.
I believed it was happening because of something along the lines of the rush order guy being close enough for the movement to think it doesnt need to move you, but, your actual reach is not far enough to open him.
try making the point for the rush order guy farther away from that craft table.
Try a different crafting character at a different station and see if that also has 'the problem'.
I tried this with two characters on two different stations. They are across the room so there is no way it thinks its to close. Both characters did exactally the same movement after the Writ was completed. I did rush and regualr also. I went to the other guild hall and had the same experience.

Now the one alchemy station in one GH is close enough to the writ guys that he can actually turn them in after and complete the cycle. But, i cant tell them to move things so I can craft easier.
 

Marcus

Member
If you are having problems with the mapper or pathing, consider these ideas:

The mapper/pather knows nothing about stairs. If you have to run up/down stairs to do writs, well.. you could TRY using F1 to make a new nav point on EVERY STEP, but its not likely to work. Sorry. If you absolutely MUST attempt it... the step itself can cause the pather to not see the next point. As you go up the stairs, make sure you're standing on the VERY EDGE of the front of each step when you hit F1. I would step up, back up until just about to fall back down (a few trys is better than erasing the path file and starting over) then hit F1 and on to the next step the same way.

If you have decorative items ANYWHERE in your paths, they can cause hangups. This includes floor tiles, since they usually act as a 'step' (change in elevation).

When I make my maps, I Do Not Use '-auto'. Decorations, walls, tents all make -auto more pain than its worth. If you do use -auto, do not run to each station, make named points, then run around randomly. You just created a circle, basically, with scribbles inside it, and the pather will follow those scribbles.

My method, for a room with obstructions: Run the mapper without -auto - it will only store points when you push F1 or F2. Go to all your stations, wholesaler, writgivers, etc and use F2 to store the required points.

Now, find a place in the middle of the room where you can see all or most of your stations, npc's, clipboards and you can walk to them in a straight line with no obstructions. Stand at any of the required points (I like to start by the writ givers) and walk to that central point, hitting F1 every few feet. Walk to the next required point, hitting F1 again every few feet, then back to the center (no need to hit F1 on the return trip). Go to Each required point (stations, wholesaler, writgivers, broker) from that center point, creating a point with F1 every few feet.

IF you can't see all of the stations from one center point, get as many as you can, then find another point that you can see the missing stations from. Walk to it From The First Center Point, hitting F1 as before. Now use this new center to set points to the missing stations, just as you did for the first center point. You can do this as many times as needed.

(Just a side note: If you need to follow this advice, its likely your guild doesn't condone using a craft bot. If the path you make causes your character to look odd or mechanical getting around the crafting area, and someone sees you running this odd path every time, over and over.. its a good way to get booted from your guild. Keep your paths as simple as possible.)

For something like tents, where you have a narrow path to the station, you'll want to create a Lot of Points, hitting F1 every step or so during the narrow parts. Keep this in mind: the pather needs to be able to 'see' the next point, with NO obstructions. Just like a mob you can't hit because of a bump in the terrain, any bumps in the floor (i.e. raised tiles) can keep the pather from seeing where it needs to go. Making more map points, closer together, near such obstructions can help, but it might just be a lost cause.

Also, if you have two stations on either side of a divider, wall, or other obstruction, keep your map points going to those stations as far apart as possible. The pather picks the closest point it finds in whatever direction it needs to go. If that closest point is on the other side of a wall, you're stuck. And that's why I don't use -auto. Way too easy to get bad paths by accident.

Good luck!
 

MstrGareth

Active Member
When I was making a similar utility for ISXVGDotNet, I found a few things to be very helpful.

1) The ability to modify the sphere/box/etc radius, large for wide open areas, and small for fine control in restricted space.

2) Applying an offset to collision checks, I would raise the Z value on all checks for both points in order to compensate for objects I could pass over.

3) A radius based purge/merge function. It was always helpful to be able to clear an area without having to edit the file or delete it. In large open areas, being able to force a merge with all mapped points in the radius that pass a collision check, helped cut down on bouncing travel quite a bit.

There was some other stuff, but I just cant recall off the top of my head atm.
 

Valthonis

Member
Been using craft and decided to try to set up the nav points to see if I can get it to work. in New halas I ran around to everything and labeled everything, but now when I run craft, as soon as the craft window opens it crashes.
Code:
Software: Inner Space Kernel 1.11 Build 5460 (Wed Jul 06 21:37:22 2011)
Crash: 0x039D8791: Exception 0xc0000005 reading from address 0x00000040 in module IS-Kernel.dll

Registers:
-----------------------------------
eax=45C22F00 ebx=05A38B60 ecx=03E2C5D8 edx=03B18048
edi=45C22FD0 esi=00000000 ebp=0018E414 esp=0018E3C0

Stack:
-----------------------------------
05B6F2C8 0018E438 00000000 03A86B8C 03E20000 00000000 00000014 05B6F2C8
03E2C63C 00000000 0018E404 03A869E7 03E2C6B8 0018E418 039F0391 0018E424
00000001 45BCD708 05B6F2C8 00000000 45BCD601 0018E458 039EFF17 05A38B60
00000000 0018E438 418F87D8 05B6F2C8 00000001 45BCD6E8 00000000 00000000
C3AA979B 4330D84B C21B0867 00000000 00000000 00000000 0018E46C 039F00E2
05B6F2C8 039F0940 45BCD6E8 0018E498 039E9910 45C55070 418F87D8 00000000
05A4B6A8 40000000 3FF40F9D 039E9C73 0000073F 418F87D8 0018E55C 039E90B1
45C22F90 039F0940 00000000 00000000 00000000 00000000 00000000 FBEA8B6F
05B4CE78 00000003 039F0940 03A86B8C 00001000 03CA6020 45B1C3F0 03B2E560
45C22F90 00000000 00000000 00000000 00000005 03AC6FDC 45C22FB0 45BE2401
0018E5E8 45B1C3F0 00000020 00000000 00000000 03B18101 03AC6FDC 03B181AC
03B2E500 0018E55C 03AC0C88 FFFFFFFF 00000000 0018E644 03ABE0E8 00000000
FBEA8AEB 05B4CE78 00000003 00000000 00000000 0018E54C 00000000 0018E5E8
039E26B6 418F87D8 45B79588 45D288E0 039F0940 00000000 00000000 00000000
00000001 03CD90F0 00000000 03CE8FF0 0E2C001F 000008A1 03CA5018 03C92A70
7752E36C 00000000 45B79588 418F87D8 00000000 00000000 03CD8EC8 45D288E0
00000000 0000000A 0018E5E8 039D40F9 0018E624 03CF1804 0000000A 03CF1980
03CD90F0 00000000 03CA5018 03A4524E 45BCD0B0 03CE7A58 00000003 05B4CE78
FBEA89AB 03CF1980 03CD9260 03CA5018 00000000 05B4CE78 45BCD0B0 03CF17F8
0419199D 656C6500 61507463 03006874 0000000B 00000000 0000000F 03CF19C4
FBEA89BB 0018E6A8 03ABFCB8 FFFFFFFF 03A4526C 45BCD0B0 03CA5018 00000003
05B4CE78 FBEA89C7 00000000 45BCD0AC 03B181A8 03CA5018 05B4CE78 45BCD0B0
03CF1980 03CF1980 656C6500 61507463 45006874 03B181A8 00000000 0000000F
00000000 FBEA89D7 0018E738 03ABFCB8 FFFFFFFF 03A56779 45BCD0B0 03CA5018
00000003 05B4CE78 FBEA8963 0018E844 00000000 0018E7C4 45BE2540 00000003
0419199D 00001000 03CA5018 00000020 03B181A8 0018E83C 00000000 03E20000
00000000 00001000 03CA5018 0018E79C 03B181A8 0018E730 03A869E7 00000020
05B4CE78 00000003 0018E801 03AC6FDC 03B181AC 03A3F001 0018E7B4 03AC0C88
00000008 03A56B1C 0018E844 0018E77C 00000000 FBEA88F7 03CA4010 03B181A8
45C09CC8 03E20000 01000000 03B181A8 45BE2540 0018E804 059BAA38 00000000
00000000 0018E83C 45BE2540 00000000 00000000 0018E804 0018E844 00000002
45BCD348 00000000 00000000 0018EC40 03A86B8C 0018E814 03AC0CD8 00000000
03CA4010 0018E844 03A5721F 0018E844 03CA4010 00001000 FBEA8873 00000000
05A9B578 45C411B0 45C09CC8 03A869E7 00001000 03CA4010 00000000 05A9B578
45C09CC8 418BE101 03AC6FDC 03B181AC 00000001 0018E84C 03AC0D78 00000001
03A77864 0018E844 03B1CC00 03B030A8 FBEA879B 05A9B578 03D62410 00000000
00000000 0018E83C 00000000 0018EAD8 03AC22B8 00000000 03A51E84 0018E87C
FBEA87CB 03B181A8 41914F18 00000000 05A07AE0 0118EB0C 45C411B0 00000000
03B181AC 41A844B8 00000003 45C411B0 03D62410 38373401 03AC6FDC 03B181AC
0018EA01 45C09CC8 03E20000 7752E36C 735322E1 0F6B0023 006EB076 00000000
0000000B 0018E8E4 039D40F9 0018E920 03CEDF3C 00000000 03CEAFC0 FBEA8F33
05A07B10 03A450AF 45B79648 03CE8278 00000000 00000000 0018EAA0 FBEA86AF
03CEAFC0 03CD8798 0018E964 03A450ED 0018EAA0 00000000 03CEDF30 FFFFFFFE
746E6500 6F507265 00746E69 0000001F 00000000 0000000F 7752E0D2 FBEA86BF
0018E9C4 03ABFCB8 FFFFFFFF 039D5234 45B79648 05A07B10 00000000 00000000
0018EAA0 05A07B10 03A450D2 45B79648 05A07B10 00000000 00000000 0018EAA0
FBEA862B 03CEAEA8 45B79648 0018E9F4 7752E36C 735321CD 45BE2040 03E20194
03E20000 03E20000 6F507265 0E50002D 0000082E 0000082E 0000000F 7752E36C
73532191 0018EC40 03E201A4 03E20000 039E317E 03C90358 047606E2 000D81E7
00000005 00000000 45AE6F88 03C90048 047206E3 000D81E7 03C903D8 03C903D8
03C90358 7353215D 00000014 03E2019C 00000000 45BC0FB8 03C90048 03C90164
45BCCFA8 03C904A8 03E2019C 0018E9C0 03CEAEA8 0018EB70 77571ECD 0419199D
FFFFFFFE 7752E36C 7752E0D2 0018EC40 0018EC40 00000014 45C45480 03C90048
03C90160 45C09C98 03C90440 03E20000 0018EA04 45C45480 0018EB70 77571ECD
0419199D FFFFFFFE 7752E36C 7752E0D2 0000007F 00000000 0000000C 0419199D
FFFFFFFE 00000000 00000002 00000000 00000020 0018EAFC 0018EAD8 03A86B8C
03E20000 00000000 00000014 0018EC40 0018EC40 FBEA87DB 0018EB1C 03AC08BF
00000003 03A3F260 41A844B8 00000003 05B4CF00 0018EB60 00000000 45C09C9C
FBEA84AB 0000007F 45C09C9C 03D62410 03AC6FDC 03B181AC 45BCCF01 0018EB70
03ABF268 00000000 03A66AE3 0000007F 00000003 05B4CF00 0018EB60 00000000
45C09C9C FBEA84E7 0018EC30 03CC5488 00000000 05A07AE0 0018EB98 00000000
03CC5488 419899F8 00000000 03B181A8 0018EBD4 03AC17E1 FFFFFFFF 03A79C35
419899F8 45C09C98 00000003 05B4CF00 0018EBA0 00000000 05B38D90 0018EC30
00000000 03AC0D38 03A7A091 05A07AE0 00000003 05B4CF00 0018EC30 FBEA846F

Module addresses in stack:
-----------------------------------
IS-Kernel.dll+B6B8C
IS-Kernel.dll+B69E7
IS-Kernel.dll+20391
IS-Kernel.dll+1FF17
IS-Kernel.dll+200E2
IS-Kernel.dll+20940
IS-Kernel.dll+19910
IS-Kernel.dll+19C73
IS-Kernel.dll+190B1
IS-Kernel.dll+20940
IS-Kernel.dll+20940
IS-Kernel.dll+B6B8C
IS-Kernel.dll+15E560
IS-Kernel.dll+F6FDC
IS-Kernel.dll+148101
IS-Kernel.dll+F6FDC
IS-Kernel.dll+1481AC
IS-Kernel.dll+15E500
IS-Kernel.dll+F0C88
IS-Kernel.dll+EE0E8
IS-Kernel.dll+126B6
IS-Kernel.dll+20940
isxeq2.dll+7001F
ntdll.dll+2E36C
IS-Kernel.dll+40F9
IS-Kernel.dll+7524E
System.Windows.Forms.ni.dll+3D6500
IS-Kernel.dll+EFCB8
IS-Kernel.dll+7526C
IS-Kernel.dll+1481A8
System.Windows.Forms.ni.dll+3D6500
IS-Kernel.dll+1481A8
IS-Kernel.dll+EFCB8
IS-Kernel.dll+86779
IS-Kernel.dll+1481A8
IS-Kernel.dll+1481A8
IS-Kernel.dll+B69E7
IS-Kernel.dll+F6FDC
IS-Kernel.dll+1481AC
IS-Kernel.dll+6F001
IS-Kernel.dll+F0C88
IS-Kernel.dll+86B1C
IS-Kernel.dll+1481A8
EverQuest2.exe+C00000
IS-Kernel.dll+1481A8
IS-Kernel.dll+B6B8C
IS-Kernel.dll+F0CD8
IS-Kernel.dll+8721F
IS-Kernel.dll+B69E7
IS-Kernel.dll+F6FDC
IS-Kernel.dll+1481AC
IS-Kernel.dll+F0D78
IS-Kernel.dll+A7864
IS-Kernel.dll+14CC00
IS-Kernel.dll+1330A8
IS-Kernel.dll+F22B8
IS-Kernel.dll+81E84
IS-Kernel.dll+1481A8
EverQuest2.exe+D8EB0C
IS-Kernel.dll+1481AC
IS-Kernel.dll+F6FDC
IS-Kernel.dll+1481AC
ntdll.dll+2E36C
EverQuest2.exe+2EB076
IS-Kernel.dll+40F9
IS-Kernel.dll+750AF
IS-Kernel.dll+750ED
EverQuest2.exe+346E69
ntdll.dll+2E0D2
IS-Kernel.dll+EFCB8
IS-Kernel.dll+5234
IS-Kernel.dll+750D2
ntdll.dll+2E36C
ntdll.dll+2E36C
IS-Kernel.dll+1317E
ntdll.dll+71ECD
ntdll.dll+2E36C
ntdll.dll+2E0D2
ntdll.dll+71ECD
ntdll.dll+2E36C
ntdll.dll+2E0D2
IS-Kernel.dll+B6B8C
IS-Kernel.dll+F08BF
IS-Kernel.dll+6F260
IS-Kernel.dll+F6FDC
IS-Kernel.dll+1481AC
IS-Kernel.dll+EF268
IS-Kernel.dll+96AE3
IS-Kernel.dll+1481A8
IS-Kernel.dll+F17E1
IS-Kernel.dll+A9C35
IS-Kernel.dll+F0D38
IS-Kernel.dll+AA091

System:
-----------------------------------
Windows Version: Windows 7 Professional//7601.win7sp1_gdr.110408-1631
Process Memory Usage: 923MB
System Physical RAM: 3187/6142MB
Page File: 19135/22140MB
Virtual Memory: 2859/4095MB (Extended: 0MB)
CPU 1: AMD Athlon(tm) II X2 240 Processor @ 2812MHz
CPU 2: AMD Athlon(tm) II X2 240 Processor @ 2812MHz
CPU Affinity Mask: 0x3
Video 1: //./DISPLAY1/NVIDIA GeForce 7600 GS
Video 2: //./DISPLAY2/NVIDIA GeForce 7600 GS
Video 3: //./DISPLAYV1/RDPDD Chained DD
Video 4: //./DISPLAYV2/RDP Encoder Mirror Driver
Video 5: //./DISPLAYV3/RDP Reflector Display Driver
Sound: 
DirectX: 4.09.00.0904
Internet Explorer: 8.0.7601.17514

Loaded Modules:
-----------------------------------
Module 0x00400000-0x01401000: C:/eq2/EverQuest2.exe (Tue Jul 12 22:49:48 2011)
Module 0x02FC0000-0x02FC8000: C:/eq2/plc4.dll (Fri Jan 26 02:53:41 2007)
Module 0x02FD0000-0x02FD6000: C:/eq2/plds4.dll (Fri Jan 26 02:53:37 2007)
Module 0x03300000-0x03377000: C:/Program Files (x86)/InnerSpace/InnerSpace.dll (Wed Jul 06 21:37:22 2011)
Module 0x037A0000-0x037C8000: C:/Program Files (x86)/InnerSpace/IS-D3D9.dll (Fri May 27 00:55:29 2011)
Module 0x03910000-0x03978000: C:/eq2/js3250.dll (Fri Jan 26 02:56:04 2007)
Module 0x039D0000-0x03B4E000: C:/Program Files (x86)/InnerSpace/IS-Kernel.dll (Wed Jul 06 21:37:16 2011)
Module 0x03D90000-0x03DF3000: C:/Program Files (x86)/InnerSpace/IS-D3D8.dll (Sun Feb 20 04:50:01 2011)
Module 0x04DD0000-0x04ED0000: C:/eq2/dbghelp.dll (Tue May 25 00:28:03 2004)
Module 0x04ED0000-0x04F27000: C:/Program Files (x86)/InnerSpace/IS-VirtualInput.dll (Wed Jul 06 22:24:47 2011)
Module 0x05000000-0x05163000: C:/Program Files (x86)/InnerSpace/ISUI.dll (Fri Jun 03 20:04:56 2011)
Module 0x05170000-0x057AB000: C:/eq2/xul.dll (Fri Jan 26 03:38:38 2007)
Module 0x057F0000-0x0581B000: C:/eq2/assetdb.dll (Tue Apr 05 22:23:17 2011)
Module 0x063B0000-0x063F2000: C:/eq2/ortp.dll (Mon Sep 14 19:15:14 2009)
Module 0x087F0000-0x08D55000: C:/eq2/vivoxsdk.dll (Mon Sep 14 19:27:01 2009)
Module 0x08D60000-0x08F80000: C:/eq2/wrap_oal.dll (Thu Jan 10 01:15:21 2008)
Module 0x090D0000-0x090EC000: C:/eq2/Miles/mssogg.asi (Thu Jan 11 02:05:16 2007)
Module 0x09600000-0x096F5000: C:/Windows/System32/PROPSYS.dll (Sat Nov 20 12:05:23 2010)
Module 0x0A210000-0x0A221000: C:/eq2/Miles/msseax.flt (Thu Jan 11 02:06:29 2007)
Module 0x0A270000-0x0A277000: C:/eq2/Miles/msssrs.flt (Thu Jan 11 02:05:11 2007)
Module 0x0E250000-0x0E476000: C:/Program Files (x86)/InnerSpace/Extensions/isxeq2.dll (Wed Jul 13 19:39:31 2011)
Module 0x10000000-0x1001D000: C:/Program Files (x86)/InnerSpace/Lavish.DLL (Sat Feb 12 15:18:19 2011)
Module 0x10020000-0x10035000: C:/eq2/vistautils.dll (Thu Dec 03 00:13:07 2009)
Module 0x21100000-0x2118C000: C:/eq2/mss32.dll (Thu Jan 11 02:05:10 2007)
Module 0x22300000-0x22306000: C:/eq2/Miles/mssds3d.flt (Thu Jan 11 02:06:30 2007)
Module 0x23000000-0x23006000: C:/eq2/Miles/mssdolby.flt (Thu Jan 11 02:05:12 2007)
Module 0x24100000-0x24111000: C:/eq2/Miles/mssdsp.flt (Thu Jan 11 02:05:11 2007)
Module 0x26400000-0x2642A000: C:/eq2/Miles/mssvoice.asi (Thu Jan 11 02:08:07 2007)
Module 0x26F00000-0x26F20000: C:/eq2/Miles/mssmp3.asi (Thu Jan 11 02:06:20 2007)
Module 0x30000000-0x30028000: C:/eq2/nspr4.dll (Fri Jan 26 02:53:36 2007)
Module 0x5E3A0000-0x5E42D000: C:/Windows/Microsoft.NET/Framework/v2.0.50727/diasymreader.dll (Wed Sep 29 05:26:15 2010)
Module 0x60610000-0x60616000: C:/Windows/Microsoft.NET/Framework/v2.0.50727/fusion.dll (Thu Jun 04 05:16:14 2009)
Module 0x652F0000-0x65ECE000: C:/Windows/assembly/NativeImages_v2.0.50727_32/System.Windows.Forms/a9f6cfa4eb1436ff770995822f10e227/System.Windows.Forms.ni.dll (Fri Mar 25 18:37:46 2011)
Module 0x66570000-0x66AA6000: C:/Windows/assembly/NativeImages_v2.0.50727_32/System.Xml/c68401de935c813374253d4fc2a18f6a/System.Xml.ni.dll (Wed Sep 29 04:03:26 2010)
Module 0x66AB0000-0x6724C000: C:/Windows/assembly/NativeImages_v2.0.50727_32/System/acbc57d41499fbc2b99194148786c677/System.ni.dll (Tue Jan 25 08:25:46 2011)
Module 0x67250000-0x67D48000: C:/Windows/assembly/NativeImages_v2.0.50727_32/mscorlib/16b68fcaff063835ae0ee348a1201f2a/mscorlib.ni.dll (Fri Mar 25 18:21:02 2011)
Module 0x68530000-0x686B8000: C:/Windows/assembly/NativeImages_v2.0.50727_32/System.Drawing/c8aa11ee6789d0f3f5542747aad7a2e4/System.Drawing.ni.dll (Wed Sep 29 04:04:36 2010)
Module 0x68750000-0x68841000: C:/Windows/assembly/NativeImages_v2.0.50727_32/System.Configuration/338f3c91a0bea33a07a4611d324bf73a/System.Configuration.ni.dll (Wed Sep 29 04:03:24 2010)
Module 0x68850000-0x68BF8000: C:/Windows/system32/d3dx9_35.dll (Thu Jul 19 21:54:38 2007)
Module 0x68D00000-0x68D5B000: C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorjit.dll (Fri Mar 25 18:20:45 2011)
Module 0x68D60000-0x68DF6000: C:/Windows/system32/wbem/fastprox.dll (Sat Nov 20 11:59:05 2010)
Module 0x68EA0000-0x68FA2000: C:/Windows/SysWOW64/d3d10.dll (Tue Jul 14 01:04:32 2009)
Module 0x69600000-0x69614000: C:/Windows/assembly/GAC_MSIL/Lavish.InnerSpace/1.0.0.0__9029a3ab4cbe108d/Lavish.InnerSpace.dll (Mon May 16 17:48:09 2011)
Module 0x69620000-0x69627000: C:/Windows/system32/winbrand.dll (Tue Jul 14 01:11:21 2009)
Module 0x69630000-0x6968C000: C:/Windows/system32/wbemcomn.dll (Sat Nov 20 12:08:05 2010)
Module 0x69690000-0x696C8000: C:/Windows/SysWOW64/dxdiagn.dll (Sat Nov 20 11:59:20 2010)
Module 0x696D0000-0x69703000: C:/Windows/SysWOW64/d3d10core.dll (Tue Jul 14 01:04:35 2009)
Module 0x69710000-0x6973C000: C:/Program Files (x86)/InnerSpace/IS-D3D11.dll (Fri May 27 00:55:34 2011)
Module 0x69740000-0x69808000: C:/Windows/system32/OPENGL32.dll (Tue Jul 14 01:09:47 2009)
Module 0x69810000-0x69832000: C:/Windows/system32/GLU32.dll (Tue Jul 14 01:05:35 2009)
Module 0x69850000-0x6985F000: C:/Windows/system32/wbem/wbemsvc.dll (Tue Jul 14 01:11:12 2009)
Module 0x69860000-0x6986A000: C:/Windows/system32/wbem/wbemprox.dll (Tue Jul 14 01:11:11 2009)
Module 0x69870000-0x6987B000: C:/Windows/system32/pcwum.DLL (Mon Jul 13 23:11:08 2009)
Module 0x69920000-0x69B7D000: C:/Windows/system32/nvapi.dll (Sat May 21 03:56:20 2011)
Module 0x69BF0000-0x69C20000: C:/Windows/system32/DINPUT8.dll (Tue Jul 14 01:05:05 2009)
Module 0x69CA0000-0x69E9F000: C:/Windows/system32/d3dx9_43.dll (Sat May 22 01:21:17 2010)
Module 0x69EA0000-0x69EDF000: C:/Windows/system32/d3dx11_43.dll (Sat May 22 01:22:28 2010)
Module 0x69EE0000-0x6A0E7000: C:/Windows/system32/d3dcompiler_43.dll (Sat May 22 01:24:09 2010)
Module 0x6A0F0000-0x6A4A7000: C:/Windows/system32/d3dx9_37.dll (Wed Mar 05 00:54:53 2008)
Module 0x6A4B0000-0x6AA5B000: C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorwks.dll (Fri Mar 25 18:18:27 2011)
Module 0x6ACD0000-0x6ACE6000: C:/Windows/system32/GPAPI.dll (Tue Jul 14 01:05:36 2009)
Module 0x6ACF0000-0x6AD2D000: C:/Windows/SysWOW64/bcryptprimitives.dll (Tue Jul 14 01:04:07 2009)
Module 0x6AD40000-0x6AD49000: C:/Windows/system32/hid.dll (Tue Jul 14 01:05:48 2009)
Module 0x6AD50000-0x6ADD3000: C:/Windows/system32/d3d11.dll (Sat Nov 20 11:57:36 2010)
Module 0x6AE50000-0x6AE5A000: C:/Windows/assembly/GAC_MSIL/Lavish.LavishVMRuntime/1.0.0.0__9029a3ab4cbe108d/Lavish.LavishVMRuntime.dll (Mon Apr 25 17:27:46 2011)
Module 0x6AE70000-0x6B9EF000: C:/Windows/system32/nvd3dum.dll (Sat May 21 03:43:45 2011)
Module 0x6B9F0000-0x6BBB3000: C:/Windows/system32/d3d9.dll (Sat Nov 20 11:57:39 2010)
Module 0x6CA50000-0x6CA56000: C:/Windows/system32/SensApi.dll (Tue Jul 14 01:10:41 2009)
Module 0x6CA90000-0x6CA96000: C:/Windows/system32/d3d8thk.dll (Tue Jul 14 01:04:40 2009)
Module 0x6CCC0000-0x6CCC8000: C:/Windows/System32/winrnr.dll (Tue Jul 14 01:11:32 2009)
Module 0x6CCD0000-0x6CCDD000: C:/Windows/system32/wshbth.dll (Sat Nov 20 10:00:16 2010)
Module 0x6CCE0000-0x6CCF2000: C:/Windows/system32/pnrpnsp.dll (Tue Jul 14 01:10:14 2009)
Module 0x6CD00000-0x6CD10000: C:/Windows/system32/napinsp.dll (Tue Jul 14 01:07:57 2009)
Module 0x6CD10000-0x6CD20000: C:/Windows/system32/NLAapi.dll (Sat Nov 20 12:03:27 2010)
Module 0x6CD30000-0x6CD68000: C:/Windows/System32/fwpuclnt.dll (Sat Nov 20 11:59:46 2010)
Module 0x6CD70000-0x6CD76000: C:/Windows/system32/rasadhlp.dll (Tue Jul 14 01:09:42 2009)
Module 0x6CD80000-0x6CDA5000: C:/Program Files (x86)/Bonjour/mdnsNSP.dll (Wed Apr 06 23:16:59 2011)
Module 0x6D090000-0x6D113000: C:/Windows/system32/dxgi.dll (Sat Nov 20 11:59:21 2010)
Module 0x6D120000-0x6D15A000: C:/Windows/SysWOW64/d3d10_1core.dll (Sat Nov 20 11:57:32 2010)
Module 0x6D160000-0x6D18C000: C:/Windows/SysWOW64/d3d10_1.dll (Mon Jan 17 05:37:39 2011)
Module 0x6EF80000-0x6EF87000: C:/Windows/system32/midimap.dll (Tue Jul 14 01:08:20 2009)
Module 0x6EF90000-0x6EF98000: C:/Windows/system32/msacm32.drv (Tue Jul 14 01:07:27 2009)
Module 0x6EFA0000-0x6EFD6000: C:/Windows/system32/AUDIOSES.DLL (Sat Nov 20 11:55:17 2010)
Module 0x6EFE0000-0x6F010000: C:/Windows/system32/wdmaud.drv (Sat Nov 20 12:08:06 2010)
Module 0x6F140000-0x6F198000: C:/eq2/libsndfile-1.dll (Thu Aug 31 11:35:29 2006)
Module 0x6F200000-0x6F239000: C:/Windows/System32/MMDevApi.dll (Sat Nov 20 12:01:22 2010)
Module 0x6F5F0000-0x6F5F7000: C:/Windows/system32/AVRT.dll (Tue Jul 14 01:04:24 2009)
Module 0x6F600000-0x6F604000: C:/Windows/system32/ksuser.dll (Tue Jul 14 01:09:07 2009)
Module 0x6F680000-0x6F698000: C:/Windows/system32/NTDSAPI.dll (Tue Jul 14 01:09:50 2009)
Module 0x6F6A0000-0x6F6B7000: C:/Windows/system32/bcrypt.dll (Tue Jul 14 01:11:20 2009)
Module 0x6F6C0000-0x6F6F8000: C:/Windows/system32/ncrypt.dll (Tue Jul 14 01:08:09 2009)
Module 0x6F770000-0x6F773000: C:/Windows/system32/security.dll (Tue Jul 14 01:10:37 2009)
Module 0x6F780000-0x6F7BA000: C:/Windows/SysWOW64/schannel.dll (Sat Nov 20 12:06:08 2010)
Module 0x6F8C0000-0x6F8C8000: C:/Windows/system32/credssp.dll (Sat Nov 20 11:59:57 2010)
Module 0x6FB30000-0x6FBB0000: C:/Windows/system32/uxtheme.dll (Tue Jul 14 01:11:24 2009)
Module 0x71A40000-0x71A8F000: C:/Windows/system32/webio.dll (Sat Nov 20 12:08:07 2010)
Module 0x71A90000-0x71AE8000: C:/Windows/system32/winhttp.dll (Sat Nov 20 12:08:30 2010)
Module 0x71B10000-0x71B76000: C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscoreei.dll (Thu Mar 18 07:39:21 2010)
Module 0x71B80000-0x71BCA000: C:/Windows/system32/mscoree.dll (Fri Mar 05 03:06:19 2010)
Module 0x720F0000-0x72141000: C:/Windows/system32/WINSPOOL.DRV (Sat Nov 20 12:08:43 2010)
Module 0x72160000-0x72172000: C:/Windows/system32/dhcpcsvc.DLL (Tue Jul 14 01:04:53 2009)
Module 0x723C0000-0x723C8000: C:/Windows/system32/SECUR32.DLL (Sat Nov 20 12:06:41 2010)
Module 0x723D0000-0x723DD000: C:/Windows/system32/dhcpcsvc6.DLL (Tue Jul 14 01:04:54 2009)
Module 0x723E0000-0x72424000: C:/Windows/system32/DNSAPI.dll (Thu Mar 03 05:29:23 2011)
Module 0x72430000-0x72436000: C:/Windows/System32/wship6.dll (Tue Jul 14 01:11:50 2009)
Module 0x72440000-0x72465000: C:/Windows/system32/POWRPROF.dll (Tue Jul 14 01:10:36 2009)
Module 0x72470000-0x7247F000: C:/Windows/system32/wkscli.dll (Sat Nov 20 09:32:23 2010)
Module 0x72480000-0x72499000: C:/Windows/system32/srvcli.dll (Sat Nov 20 12:07:59 2010)
Module 0x724A0000-0x724A9000: C:/Windows/system32/netutils.dll (Sat Nov 20 09:32:22 2010)
Module 0x72500000-0x7250E000: C:/Windows/system32/RpcRtRemote.dll (Sat Nov 20 09:47:27 2010)
Module 0x72510000-0x7254B000: C:/Windows/system32/rsaenh.dll (Tue Jul 14 01:09:52 2009)
Module 0x72550000-0x72566000: C:/Windows/system32/CRYPTSP.DLL (Tue Jul 14 01:07:09 2009)
Module 0x725F0000-0x725F5000: C:/Windows/System32/wshtcpip.dll (Tue Jul 14 01:11:54 2009)
Module 0x72600000-0x7263C000: C:/Windows/system32/mswsock.dll (Sat Nov 20 12:02:48 2010)
Module 0x72680000-0x72694000: C:/Windows/system32/MSACM32.dll (Tue Jul 14 01:07:26 2009)
Module 0x728C0000-0x728D5000: C:/Windows/system32/rasman.dll (Tue Jul 14 01:09:51 2009)
Module 0x728E0000-0x72932000: C:/Windows/system32/rasapi32.dll (Tue Jul 14 01:09:43 2009)
Module 0x72940000-0x72947000: C:/Windows/system32/WINNSI.DLL (Tue Jul 14 01:11:31 2009)
Module 0x72950000-0x7296C000: C:/Windows/system32/IPHLPAPI.DLL (Sat Nov 20 12:00:25 2010)
Module 0x738F0000-0x73922000: C:/Windows/system32/WINMM.dll (Sat Nov 20 12:08:34 2010)
Module 0x73970000-0x73979000: C:/Windows/system32/VERSION.dll (Tue Jul 14 01:11:07 2009)
Module 0x73A50000-0x73A5B000: C:/Windows/system32/profapi.dll (Mon Jul 13 23:12:01 2009)
Module 0x73A60000-0x73A77000: C:/Windows/system32/USERENV.dll (Sat Nov 20 12:08:08 2010)
Module 0x73A90000-0x73A97000: C:/Windows/system32/WSOCK32.dll (Tue Jul 14 01:12:03 2009)
Module 0x73C90000-0x73CA3000: C:/Windows/system32/dwmapi.dll (Tue Jul 14 01:06:15 2009)
Module 0x73CB0000-0x73CB6000: C:/Windows/system32/DCIMAN32.dll (Tue Jul 14 01:04:52 2009)
Module 0x73CC0000-0x73DA7000: C:/Windows/system32/DDRAW.dll (Tue Jul 14 01:04:56 2009)
Module 0x73EE0000-0x73F52000: C:/Windows/system32/dsound.dll (Tue Jul 14 01:06:05 2009)
Module 0x74D80000-0x74E04000: C:/Windows/WinSxS/x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.17514_none_ec83dffa859149af/COMCTL32.dll (Sat Nov 20 11:59:40 2010)
Module 0x74E10000-0x74E1D000: C:/Windows/system32/rtutils.dll (Sat Nov 20 12:06:04 2010)
Module 0x74E50000-0x74EEB000: C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4940_none_d08cc06a442b34fc/MSVCR80.dll (Wed Sep 29 03:28:49 2010)
Module 0x75050000-0x7505C000: C:/Windows/syswow64/CRYPTBASE.dll (Mon Jul 13 23:12:01 2009)
Module 0x75060000-0x750C0000: C:/Windows/syswow64/SspiCli.dll (Sat Nov 20 12:08:57 2010)
Module 0x750C0000-0x750C5000: C:/Windows/syswow64/PSAPI.DLL (Tue Jul 14 01:09:34 2009)
Module 0x750D0000-0x7515F000: C:/Windows/syswow64/OLEAUT32.dll (Fri Feb 25 05:28:09 2011)
Module 0x75160000-0x751B7000: C:/Windows/syswow64/SHLWAPI.dll (Sat Nov 20 12:06:58 2010)
Module 0x751C0000-0x752C0000: C:/Windows/syswow64/USER32.dll (Sat Nov 20 12:08:57 2010)
Module 0x752C0000-0x7535D000: C:/Windows/syswow64/USP10.dll (Sat Nov 20 12:08:09 2010)
Module 0x75360000-0x75395000: C:/Windows/syswow64/WS2_32.dll (Sat Nov 20 12:09:12 2010)
Module 0x753A0000-0x753B9000: C:/Windows/SysWOW64/sechost.dll (Tue Jul 14 01:10:28 2009)
Module 0x753C0000-0x7546C000: C:/Windows/syswow64/msvcrt.dll (Tue Jul 14 01:07:59 2009)
Module 0x75470000-0x7566B000: C:/Windows/syswow64/iertutil.dll (Fri Apr 29 04:44:35 2011)
Module 0x75670000-0x7573C000: C:/Windows/syswow64/MSCTF.dll (Tue Jul 14 01:07:53 2009)
Module 0x757D0000-0x75870000: C:/Windows/syswow64/ADVAPI32.dll (Sat Nov 20 11:54:46 2010)
Module 0x758D0000-0x758D6000: C:/Windows/syswow64/NSI.dll (Tue Jul 14 01:09:45 2009)
Module 0x758E0000-0x75940000: C:/Windows/system32/IMM32.DLL (Sat Nov 20 12:08:51 2010)
Module 0x75940000-0x759D0000: C:/Windows/syswow64/GDI32.dll (Sat Nov 20 12:08:51 2010)
Module 0x759D0000-0x759DA000: C:/Windows/syswow64/LPK.dll (Tue Jul 14 01:11:23 2009)
Module 0x759E0000-0x75AF0000: C:/Windows/syswow64/kernel32.dll (Sat May 14 06:25:03 2011)
Module 0x75AF0000-0x75B6B000: C:/Windows/syswow64/comdlg32.dll (Sat Nov 20 11:59:41 2010)
Module 0x75B70000-0x75B97000: C:/Windows/syswow64/CFGMGR32.dll (Tue May 24 10:28:33 2011)
Module 0x75BA0000-0x75C23000: C:/Windows/syswow64/CLBCatQ.DLL (Tue Jul 14 01:04:49 2009)
Module 0x75C60000-0x75C8D000: C:/Windows/syswow64/WINTRUST.dll (Sat Nov 20 12:08:50 2010)
Module 0x75C90000-0x768DA000: C:/Windows/syswow64/SHELL32.dll (Sat Nov 20 12:06:54 2010)
Module 0x768E0000-0x769D0000: C:/Windows/syswow64/RPCRT4.dll (Sat Nov 20 12:08:57 2010)
Module 0x769D0000-0x76B2C000: C:/Windows/syswow64/ole32.dll (Sat Nov 20 12:05:03 2010)
Module 0x76B30000-0x76CCD000: C:/Windows/syswow64/SETUPAPI.dll (Sat Nov 20 12:06:49 2010)
Module 0x76CD0000-0x76E06000: C:/Windows/syswow64/urlmon.dll (Fri Apr 22 19:06:51 2011)
Module 0x76E10000-0x76E13000: C:/Windows/syswow64/Normaliz.dll (Tue Jul 14 01:09:40 2009)
Module 0x76E20000-0x76E32000: C:/Windows/syswow64/DEVOBJ.dll (Tue May 24 10:29:17 2011)
Module 0x76E90000-0x76F85000: C:/Windows/syswow64/wininet.dll (Fri Apr 22 19:07:13 2011)
Module 0x76F90000-0x76FD6000: C:/Windows/syswow64/KERNELBASE.dll (Fri Jun 03 05:58:54 2011)
Module 0x76FE0000-0x770FD000: C:/Windows/syswow64/CRYPT32.dll (Sat Nov 20 12:00:01 2010)
Module 0x774D0000-0x774DC000: C:/Windows/syswow64/MSASN1.dll (Sat Nov 20 12:02:17 2010)
Module 0x77500000-0x77680000: C:/Windows/SysWOW64/ntdll.dll (Sat Nov 20 12:08:56 2010)
Module 0x7C340000-0x7C396000: C:/eq2/MSVCR71.dll (Fri Feb 21 12:42:20 2003)

LavishScript Execution Stack:
-----------------------------------
PathFinder:SelectPath[${CurrentRegion.FQN},${DestinationRegion.FQN},Path]
PathFinder:SelectPath[${CurrentRegion.FQN},${DestinationRegion.FQN},Path]
PathFinder:SelectPath[${CurrentRegion.FQN},${DestinationRegion.FQN},Path]
${This.AvailablePath[${DestinationRegion.CenterPoint}]}
return ${This.AvailablePath[${DestinationRegion.CenterPoint}]}
return ${This.AvailablePath[${DestinationRegion.CenterPoint}]}
${Nav.AvailablePathToRegion[${Region.Value}]}
Debug:Echo["EQ2Craft::  Found: ${Region.Value} Path: ${Nav.AvailablePathToRegion[${Region.Value}]}"]
Debug:Echo["EQ2Craft::  Found: ${Region.Value} Path: ${Nav.AvailablePathToRegion[${Region.Value}]}"]
Debug:Echo["EQ2Craft::  Found: ${Region.Value} Path: ${Nav.AvailablePathToRegion[${Region.Value}]}"]

Running Scripts:
-----------------------------------
Buffer:craft

Weird, it only does it in New halas, I tried the one that came with the North qeynos and it worked fine.
 
Last edited:

eqskyshrine

Active Member
Nice

Maybe you can help me. I have just came back to eq2 and ISX. I am finding that so many of the old commands to run the scripts like (run eq2bot) do not work anymore. I need to find a list of the new commands of each of the scripts. Can anyone help me with some of the new commands. Radar on still works and craft like i see someone still uses. Run Ogre seemed like he took all of the old stuff and put it in to one command what happened?
 

bjcasey

ISX Specialist
Maybe you can help me. I have just came back to eq2 and ISX. I am finding that so many of the old commands to run the scripts like (run eq2bot) do not work anymore. I need to find a list of the new commands of each of the scripts. Can anyone help me with some of the new commands. Radar on still works and craft like i see someone still uses. Run Ogre seemed like he took all of the old stuff and put it in to one command what happened?
Did you remember to follow the directions about downloading the SVN? Run eq2bot still works and so does the run ogre commands.
 
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