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 Auto Attack [Revision 1.8] : EverQuest 2 Nerfed Info - Page 3
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Posted: January 27th, 2005, 2:02 am
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tault_vukodlac
tault_vukodlac's Reps:
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ill post my ini here when i get home around 4pm. thanks man.
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Posted: January 27th, 2005, 2:04 am
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tault_vukodlac
tault_vukodlac's Reps:
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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.
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Posted: January 27th, 2005, 2:47 am
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Tault_deceptic
Total Posts: 110
Joined: January 3rd, 2005, 7:04 pm
Tault_deceptic's Reps: 0
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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
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Posted: January 27th, 2005, 5:55 am
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tault_pickled
tault_pickled's Reps:
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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  .
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Posted: January 27th, 2005, 6:03 am
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tault_pickled
tault_pickled's Reps:
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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 
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Posted: January 27th, 2005, 6:13 am
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Tault_deceptic
Total Posts: 110
Joined: January 3rd, 2005, 7:04 pm
Tault_deceptic's Reps: 0
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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....
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Posted: January 27th, 2005, 8:05 am
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tault_pickled
tault_pickled's Reps:
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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.
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Posted: January 27th, 2005, 8:54 am
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Tault_admin
Total Posts: 29974
Joined: November 9th, 2002, 9:57 am
Tault_admin's Reps: 1444
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Posted: January 27th, 2005, 10:01 am
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tault_pickled
tault_pickled's Reps:
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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.
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Posted: January 27th, 2005, 10:33 am
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Tault_deceptic
Total Posts: 110
Joined: January 3rd, 2005, 7:04 pm
Tault_deceptic's Reps: 0
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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!
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Posted: January 27th, 2005, 1:00 pm
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Tault_nazeroth
Total Posts: 1390
Joined: November 17th, 2004, 5:16 pm
Tault_nazeroth's Reps: 1
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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.
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Posted: January 27th, 2005, 4:20 pm
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tault_vukodlac
tault_vukodlac's Reps:
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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
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Posted: January 27th, 2005, 5:33 pm
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tault_pickled
tault_pickled's Reps:
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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.
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Posted: January 27th, 2005, 6:10 pm
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tault_vukodlac
tault_vukodlac's Reps:
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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.
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Posted: January 27th, 2005, 6:27 pm
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tault_pickled
tault_pickled's Reps:
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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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