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Auto Attack [Revision 1.8] : EverQuest 2 Nerfed Info - Page 3

Posted: January 27th, 2005, 2:02 am
 
tault_vukodlac
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ill post my ini here when i get home around 4pm. thanks man.


Posted: January 27th, 2005, 2:04 am
 
tault_vukodlac
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and yes, my resolution is 1024x768. if thats what you had yours set to, thats what i set mine to. I just set my comp display up like your said yours was.


Posted: January 27th, 2005, 2:47 am
 
Tault_deceptic

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I keep getting an error on lin 897 - it's a timer issue. item used but not declared


/update

well after messing with it for 3 hours I had to log out - it was making me insane. I have to say pickle that it has a lot of potential but there are still some very simple things that it freaks out on. I would drop all of the HO stuff and all the fancy additions until the basic attack functionality is down. I simply tried to not use the advanced features but it keeps either just standing there saying no target, errors out on time variable, or doesn't attack. The closest I got it to working was when it would actualy con a mob, notice it was too far, run forward then engage. Once ingaged it would <de>select the attack button and no longer attack in addition to dropping to error more because of line 897. I still think this is the best script and it has huge potential. I just figured I'd let you know how it's testing for me.

Also - I've been following dirtection as per desktop screen size... 1024x768, is this a must? I hate that res. My default is 1280x1024

Here is my INI:
[CombatKeys]
rangedPullKey=^-
attackKey=3 <--- this is where I have the basic attack key (I'm a guardian)

combatSeq0=-
combatSeq1=!7
combatSeq2=!8
combatSeq3=!6
combatSeq4=!4
combatSeq5=^9
heroicKey=-1
heroicActivateKey=-1
heroicCompleteKey=-1
[BuffKeys]
buffSelfKey=!9
buffSelfKey2=^5
buffSelfKey3=^3
[HealSelfKeys]
healSelfKey=^0
[TargetKeys]
targetKey={F8}
targetSelfKey={F1}
rotateKey=a
moveForwardKey=w
ConsiderKey=n
cycleTargetKey=y
classPullerType=1
chaseMobSet=1
[DirectoryInfo]
CharName=******
ServerName=******
LogLocation=C:\Program Files\Sony\EverQuest II\logs\
[CoOrdinates]
xTargetHealth=116
yTargetHealth=108
xTargetLegal=128
yTargetLegal=110
xSelfHealth=58
ySelfHealth=53
xFullHealth=101
yFullHealth=53
xFullMana=99
yFullMana=62
xPlayerDeath=21
yPlayerDeath=54
[TargetInfo]
getTargetHealthFull=16187392
isTargetLegal=0
healthCheck=16187392
FullHealthCheck=16187392
FullManaCheck=6182614
PlayerDeathCheck=14090240


Posted: January 27th, 2005, 5:55 am
 
tault_pickled
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Deceptic: Nice input and I can fix all of these issues.

First of all i'm not going to drop anything out of the script just because it dosent work for you - I've had it running fine.

I realise now why it's coming up with a timer error for you:

I had never tested it with Heroic turned off, oops was using that all the time - therefore if Heroic wasnt used it NEVER declared the TIMER in the HO Function!! ARGH - Fixing.

(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
If (($heroicKey <> -1) AND ($timerDiff > 7500)) Then
            Send($heroicKey)
            
            ;Start HO Timer Count
            $timerBegin = TimerInit()
            
            Sleep(1500)
         
            Send($heroicActivateKey)
            Sleep(2500)
         
            Send($heroicCompleteKey)
            Sleep(2500)
                     
            CheckHealth()
            DidYouDie()
            
         EndIF
               
         If ($combatSeq[$i] <> -1) Then
            Send($combatSeq[$i])
            Sleep(2000)
            $timerDiff = TimerDiff($timerBegin) <- UNDECLARED if you have HO Disabled -1!


I'll test to see if the script works on higher res - I've always used 1024x768.

I think i've sorted the issue where it DROPS out of attack if it gets tired of chasing after the mob, a BUG I created before changing the script at last minute untested (minimised pressing attack during TargetToFar, big mistake.

Have patience bearing in mind it's pretty long winded and just post errors here and i'll fix em as they occur. Dont spend hours of frustration :) .


Posted: January 27th, 2005, 6:03 am
 
tault_pickled
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Ok looking through it, combat is seriously nackered when HO's are turned off! - The timing gets !@#$%^&* up badly, easy fix.

Keep the info coming.

Nasty :)


Posted: January 27th, 2005, 6:13 am
 
Tault_deceptic

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thanks pickled - I'll work with it some more w. the HO on. I still happen to have a basic problem of just getting it to kick off right. I'll try to post more detailed info on that in a while.


/update

I set it all up w. the HO on and it still has a problem getting the initial target - it goes into the attack routine hitting all the Hos etc. Then once I maualy select a target it still turns off attack. like it's trying to cycle through the whole process again but the fight has not stopped so it turns attack off. Hope this helps....


Posted: January 27th, 2005, 8:05 am
 
tault_pickled
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Thanks for input deceptic -

You have correctly identified a lot of problems which I have corrected now.

See revision notes.

Also script is too damn big to post here, it just CUTS off. I've already asked about a file upload feature - so when admin can be bothered to change it, if he's "too busy" (what are we paying for here?).

Then the script will become available.

Merrily running away in Nort Antonica atm aquiring targets perfectly, moving to them fine, attacking no problems.


Posted: January 27th, 2005, 8:54 am
 
Tault_admin

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administrator
Mod in Training
Private msg sent


Posted: January 27th, 2005, 10:01 am
 
tault_pickled
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MODS:

Can you SHIFT this POST BELOW my FIRST POST so I can then edit the main script in this one! (So it can fit)

Combat.au3
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))):
Move this post below my first!


Last edited by Guest on January 27th, 2005, 11:44 am, edited 2 times in total.

Posted: January 27th, 2005, 10:33 am
 
Tault_deceptic

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what's the hold up w. this? If it's a simple syntax thing please get it worked out so we can test this.
Thanks!


Posted: January 27th, 2005, 1:00 pm
 
Tault_nazeroth

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Pickled i can't move a single post. You seem to have become a 'EQ2 master' now, which seems to be low level mod privs. I'd say you can post long posts now.


Posted: January 27th, 2005, 4:20 pm
 
tault_vukodlac
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"um...yeaaa....im gonna have to ask you to work late tonight...um...okkkk."

Better than a weekend I guess. :) But needless to say, didnt have time to check this last night. Heres my ini file though. Thanks again.

v



[CombatKeys]
rangedPullKey=9
attackKey=2
combatSeq0=-1
combatSeq1=-1
combatSeq2=-1
combatSeq3=-1
combatSeq4=-1
combatSeq5=-1
heroicKey=8
heroicActivateKey=8
heroicCompleteKey=9
[BuffKeys]
buffSelfKey=-1
buffSelfKey2=-1
buffSelfKey3=-1
[HealSelfKeys]
healSelfKey=6
[TargetKeys]
targetKey={F8}
targetSelfKey={F1}
rotateKey=d
moveForwardKey=w
ConsiderKey=z
cycleTargetKey={TAB}
classPullerType=2
chaseMobSet=1
[DirectoryInfo]
CharName
ServerName
LogLocation=C:\Program Files\Sony\EverQuest II\logs\
[CoOrdinates]
xTargetHealth=116
yTargetHealth=108
xTargetLegal=128
yTargetLegal=110
xSelfHealth=58
ySelfHealth=53
xFullHealth=101
yFullHealth=53
xFullMana=99
yFullMana=62
xPlayerDeath=21
yPlayerDeath=54
[TargetInfo]
getTargetHealthFull=0
isTargetLegal=0
healthCheck=1048593
FullHealthCheck=1114643
FullManaCheck=5197124
PlayerDeathCheck=7103478


Posted: January 27th, 2005, 5:33 pm
 
tault_pickled
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heroicKey=8
heroicActivateKey=8
heroicCompleteKey=9


Your Heroic Key which STARTS the HO is the SAME as the one that ACTIVATES it, thats one problem.

Secondly you have NO Combat Sequence keys set: all -1 (script recommended for level 14+), therefore the script will TIME OUT on combat functions as it has no keys to press!!

If you only have a few skills at least set a few combat sequence keys - even if they are the same!

I would wait for next script to be posted - I've ironed yet another load of HUGE bugs.


Posted: January 27th, 2005, 6:10 pm
 
tault_vukodlac
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cool. thanks. so heroic key is the one that brings up the wheel (8). the activate key is the spell, in my case smite (9) and then the complete key is also smite (9)...thats how the keys should look? and for combat sequence keys...what are these? I dont think my low level cleric has any.


Posted: January 27th, 2005, 6:27 pm
 
tault_pickled
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You got it in one regarding the HO's.

Also if you say... set at LEAST 1 of the combat sequences to:
HOTKEY OF SMITE

Then the script will nuke the mob at least and try to face it.

I would wait for next version of script it has another boatload of changes before trying this. Loads of bugs in your version.


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