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Harvest Bot 5 (Exhume) : EverQuest 2 Premium Discussions - Page 7

Posted: February 23rd, 2008, 10:02 am
 
staz27

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letsgo2u (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
the log file is no problem anymore - as i wrote.
it was cause you have to write the toon name small instead in correct caption. e.g.
correct: johndoe
false: JohnDoe

my problem is now, that with 5.03 the bot doesnt even look for ? or nodes
with 5.02
it looks for ? and collects them
it looks for nodes but doesnt collect them

also in both version the wander free (useing no waypoints) doesnt work.


Version 5.02 PR3 should work for wandering. Does for me. inside the bot, wander is just walking back and forth to 2 internal waypoints.

Staz


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Posted: February 23rd, 2008, 10:07 am
 
staz27

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ebarana (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
maybe i have to be more specific with my question (English is not my native language, sorry ;-))

If i want to use the bot with a localized client, do i have to use all the translated names for nodes etc. or can i use the English ones or do both work?


Ebarana,

Best way of knowing is the localized German client will work, and the names of mobs and nodes, is to run TestEQ2Extreme and look at the mobs tab. If you use the drop down, you can select TYPE_RESOURCE to see the names of all the harvestable nodes. Those are the names EQ2Extreme sees for nodes in your client. That's the names you will have to use in the bot.

I haven't a german client to test with, so I am kind of blind beyond what the tester and my code does... Sorry...


Staz


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Posted: February 23rd, 2008, 11:37 am
 
letsgo2u
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yay that did it! it works! the names are quite long but it works!
thx staz!!!! iam gonne write a how to for german users, should i make a seperated thread for it or post it in your harvest 5 thread under confirmed bots?


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Posted: February 26th, 2008, 7:59 pm
 
staz27

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letsgo2u (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
i am gonne write a how to for german users, should i make a seperated thread for it or post it in your harvest 5 thread under confirmed bots?


I would suggest PM'ing tault_admin and asking. It might be best as a separate thread about using the various bots with the German client in general - not just with this bot.

Staz


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Posted: February 27th, 2008, 5:13 am
 
letsgo2u
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uah for all bots hm i would have to get all bots running then ;) i just care about harvesting....

since your bot is still a little bugged (the nodes names need to be case sensitive but you just import them from the ini in small case which causes the bot to not see the nodes) i started to write my own bot and well it works great just no waypoints and all script no ini or such ;)

i took the findangle and anglediff function from your harvestbot 4.x to use - great code i gave credit to you in the script and will do so when i have a version i believe i can release here ;)


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Posted: March 1st, 2008, 6:47 am
 
quigly4000

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I'm still having the same problem with the eq2 log file not being found. I have it working perfectly on my windows xp machine but on this computer i have vista 64 bit and it has two program file folders. One is "program files" and the other is "program files (x86)". I'm wondering if this is why the log file is never found. It defaults to looking in the regular program file and there is no way to change that as far as i can tell. I'm wondering if there is anything that can be done about this.


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Posted: March 2nd, 2008, 8:02 pm
 
killjoy125

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My guy runs around he hits all his waypoints. He never tabs or harvests anything.

Just hits his waypoint and keeps on running. i made a commonlands one.

Any hep would be greatly appreciated


(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
;;
;; Configuration file for HarvestBot version 5.00
;;
;; Written by:
;; Retsek 04-19-2005 - 05-01-2005
;; thewatcher 04-27-2005 - 06-02-2005
;; psouza4 06-17-2005 - 08-11-2005
;; TinyDiabla 11-14-2005.....
;; staz27 09-07-2007.....
;;
;; For updates and revision history, please read Changelog.txt.
;;


;; IMPORTANT
;;
;; (1) Be sure to set this INI file carefully or the bot will not run correctly, or even not at all.
;;
;; (2) Change your view controls to be 'Avatar relative' instead of 'View relative' or you will run
;; backwards and such. You can change that setting at:sd sd
;; Options -> Controls -> View Options -> Free look controls
;;
;; (3) Never stop the bot using the F12 key. This has a devastating effect on XUnleashed and can
;; cause instability in the EverQuest II game client, including crashing it. Use the [Del] key
;; or whatever other key you setup below.
;;
;; (4) It's been reported that Norton Antivirus can seriously impact game performance, causing the
;; bot to run extremely slow. You may wish to enable it.
;;
;; (5) If the bot crashes for any reason or you've accidently pressed F12 to abort it, you may wish
;; to completely restart the EverQuest II game client. Starting it again can cause instabilities.
;; This does not happen when the bot is shut down using the configured shutdown key.
;;
;; (6) XUnleashed TCP/IP sniffer plugin must be disabled (no check in the checkbox) before you
;; launch EverQuest II. Also be sure that you're using alternative hooking.
;;
;; (7) To start the script, open the Scripts window (by dragging your mouse to the bottom of
;; the EverQuest II game screen). The script selection arrows, use compatibility mode
;; checkbox, and Start / Stop button will not work unless you have a game window behind
;; them. This is a known problem with EverQuest II, so be sure to open the Persona window
;; or Journal window and move them behind the XUnleashed Scripts window so you can select
;; The HarvestBot script and start it. Be sure to start it in compatibility mode.


;; CONFIGURATION
;;
;; DeleteMe True / False Either delete this line or set it to false to indicate that
;; the bot has been configured properly. The bot will not run
;; Unless this line is configured.
;;
;; DebugLevel 1-10 Generally 8 is a good setting you are not debugging. 1 to turn
;; off all but the extreme basics. 10 will generate a lot of debug info.
;;
;; EQ2Path <directory> Full path to the directory where EverQuest II is installed.
;;
;; AvoidPlayers True / False If True, this will mark a node bad if another player is nearby
;; (within a range of AvoidRange from node).
;;
;; AvoidRange Distance check used for AvoidPlayers
;;
;; CampOnEnd True / False If True, the bot will /quit desktop once harvesting ends.
;;
;; EraseBadSpawns True / False If True, will erase bad spawn locations when moving to a new location.
;;
;; ClosestFirst True / False If True, will harvest the closest node first.
;; If False, will harvest nodes based on priority instead.
;;
;; MaxHarvests # How many times should we attempt to harvest a node before
;; marking it bad and moving on.
;;
;; RunToRange # How close do we get to what we are running to before we stop and
;; consider ourselves 'there'. Use caution when changing this.
;;
;; WaitBetween # How long to stop and wait between each attempt to harvest a node.
;; This value is in milli-seconds, so 4500 = 4.5 seconds.
;;
;; QuitOnTimeout True / False Stop bot if you have not harvested in (Timeout) minutes. Requires
;; configuring (Timeout) to a value in minutes.
;;
;; Timeout Time, in minutes, to stop the bot if you have not harvested in this
;; length of time.
;;
;; NOTE: if you set PlayOnTells to True, then QuitOnTells
;; does nothing. You can have one or the other, but not both.
;;
;; Hotbar 0-9 Hotbar row # to use, assuming you have hotkeys set up for harvesting
;; actions. If you do not, or do not want to use hotkeys, set this
;; to 0 and the bot will /useability the harvesting actions instead
;; although this is somewhat slower.
;;
;; HotbarReset 0-9 Hotbar row # to reset back to upon shutdown. If (Hotbar) above is
;; set to 0, this setting has no effect.
;;
;; DefaultZone <zonename> If the zone name could not be detected automatically (very rare),
;; the bot will use the zone name defined here. This usually only happens
;; after a recent patch and memory locations have been changed -- although
;; in that event, it's very likely the bot simply won't work anyway.
;; ExitString <string> (OPTIONAL) What do we send to exit? /exit or /quit or ...?
;; NOTE: If this is not defined, the bot will send /quit desktop
;; which is it's default behaviour.

[Harvester]
DeleteMe = False
DebugLevel = 8
EQ2Path = C:\Program Files\Sony\EverQuest II
AvoidPlayers = False
AvoidRange = 25
CampOnEnd = False
EraseBadSpawns = True
ClosestFirst = True
MaxHarvests = 15
RunToRange = 5
WaitBetween = 4500
QuitOnTimeout = True
Timeout = 15
Hotbar = 0
HotbarReset = 1
DefaultZone =
;; (optional)
ExitString = /exit



;; The events section determines what to do when specific events occur.
;; Most of these allow you to play a custom sound when an event happens.
;; Sound files must be located in your XUnleashed scripts folder.
;;
;; eQuitOnTell True / False Whether or not you want the bot to end and
;; disconnect you from the game if you receive a tell.
;;
;; eQuitOnStuck True / False Whether or not you want the bot to end and
;; disconnect you from the game if has been
;; stuck for a while and cannot free itself.
;;
;; eTellSound <sound> If this is not blank, it will play the sound file
;; specified whenever you receive a tell.
;;
;; eUncommonSound <sound> If this is not blank, it will play the sound file
;; specified whenever you harvest an uncommon item.
;;
;; eRareSound <sound> If this is not blank, it will play the sound file
;; specified whenever you harvest a rare item.
;;
;; eStuckSound <sound> If this is not blank, it will play the sound file
;; specified whenever your character has been stuck
;; for a while and cannot free itself.
;;
;; eInventoryFull <options> If this is not blank, you can either specify a
;; sound file or the word 'Quit'. If you choose to
;; leave it blank, the bot will simply stop when your
;; inventory is full. If you use the word 'Quit',
;; the bot will end and log you out of the game.
;; If you specify a sound file, the bot will end and
;; play the specified sound when your inventory is full.

[Events]
eQuitOnTell = False
eQuitOnStuck = True
eTellSound = ding.wav
eUncommonSound =
eRareSound =
eStuckSound =
eInventoryFull = Quit



;; Here you configure your keys, The AutoRun key must be set, preferably to
;; {NumLock}, but other keys will work too. {Up} doesn't, for example.
;;
;; NearestPC is the key to target the nearest PC, normally {F7}.
;;
;; You can also reconfigure your jump key if needed.
;;
;; Chat is the key you wish to pause the bot and chat with, {ENTER} is a good
;; choice because it also starts the chat at the same time. Reply is your
;; secondary chat key, which will also pause the bot when pressed, but will not
;; unpause it. This will not work if you do not use hotkeys (will be disabled).
;;
;; Shutdown is the key to stop the bot, please use this instead of F12
;; since F12 aborts the bot and prevents a clean shutdown and releasing of
;; memory as well as closing files.
;;
;; PetSpellName is the name of the spell to cast your pet. If you have no pet
;; you can safely ignore this. If you do have a pet, the bot will find it
;; if you have it up when you start the bot and the bot will try to recast
;; the pet if it it disappears.

[KeyConfig]
AutoRun = {NumLock}
Forward = W
Backward = S
Left = A
Right = D
Jump = {SPACE}
NearestPC = {F7}
Chat = {Ins}
Reply = {Home}
ShutdownBot = {Del}
PetSpellName = Tellurian Soldier



;; NODETYPE 1-10 Priority (the lower, the more priority a node has over others)
;; True / False Do you want to harvest this type of node?
;; 0-9 Hotkey button to press if you are using hotkeys
;; True / False Continue to harvest this node if the node type becomes trivial
;; for your skill level?
;;
;; IMPORTANT NOTE: do not set two node types to the same priority, if
;; you do, the bot will ignore the first setting and not
;; harvest this type of node. It may actually crash the
;; bot as well.

[Resources]
ORE = 1, True, 3, True
STONE = 2, True, 3, True
COLLECT = 3, True, 6, True
WOOD = 4, True, 2, True
DEN = 5, True, 4, True
ROOTS = 6, True, 1, True
SHRUB = 7, True, 1, True
FUNGI = 8, True, 1, True
FISH = 9, False, 5, True
MISC = 10, True, 1, True



;; This section is for defining options specific to your characters. Set the
;; section name to your character's first name: i.e. [JohnDoe]
;;
;; The name must be spelled correctly!
;;
;; Server Your server name (used to locate your log file)
;;
;; LogFileOverride Set this to the path of your log file starting with "logs\". You can
;; leave this blank to have the bot auto-detect where the log file is.
;; Example: logs\Lucan DLere\eq2log_JohnDoe.txt
;;
;; GrayOutRange This value is not used yet (for future upgrades to the bot).
;;
;; NumofBuffs The number of buffs you want the bot to maintain
;;
;; Buff# Name of buff, duration (in minutes), casting time (in seconds)

[Avatar]
Server = Crushbone
LogFileOverride =
GrayOutRange = 9999
Numofbuffs = 0
buff1 = Pathfinding, 15, 8


;; Zone sections
;;
;; [zonename] [<zone>] Each section must be named for the zone it refers to.
;; The name must be spelled completely and correctly, with
;; brackets surrounding the name.
;;
;; UseWayPoints True / False Should we use waypoints or should we just wander around randomly?
;;
;; RelaxedRadius True / False If we harvest something within a waypoint's radius and then find
;; another node nearby (distance less than 15) but it's technically
;; outside of the waypoint's radius, should we harvest that node
;; too (relaxed)? If not, the bot will follow the waypoint's radius
;; strictly.
;;
;; MaxWander # If (UseWayPoints) is False, this value sets a maximum radius
;; around your starting point and will not wander outside of
;; that area.
;;
;; NodeStopType Strict/Relaxed Determines whether or not you want the bot to stop abruptly
;; At each waypoint that we have a radius bigger than zero at.
;; If you have waypoints close together, the bot may zig-zag
;; too much and this setting can help. It's also useful if
;; You are pathing in a dangerous zone and need the bot's
;; movements to be precise.
;;
;; NumOfPoints # Set this to the number of waypoints you are going to define for
;; this zone.
;;
;; waypoint# X, Y, R, MVT Set X and Y to the waypoint coordinants (ignore middle /loc
;; value for height).
;;
;; Set R to the maximum radius you want to harvest nodes in around
;; this waypoint. If a resource distance is outside of the radius
;; for the waypoint you are currently at, it will be skipped.
;;
;; Set MVT to a movement type. This is optional and can be left out
;; entirely. If you want to move to this waypoint and stop immediately
;; when you arrive, set it to "direct". This can be very useful when
;; trying to set waypoints that cross bridges and other precise movements.
;; Direct movement type makes your bot look less lifelike, though, and
;; should be avoided when possible.
;;
;; nodetype resource Set to the exact name of the nodes that match the node types in this zone.

[The Forest Ruins]
UseWayPoints = True
RelaxedRadius = False
MaxWander = 25
NodeStopType = Relaxed
NumOfPoints = 24
;; This set of waypoints will path you from the entrance of the zone completely around the keep
;; ignoring any nodes found within it. Notice that some waypoints have a radius of 0. These
;; are only travel nodes to help path to that location.
waypoint1 = 906, -562, 35
waypoint2 = 952, -562, 35
waypoint3 = 996, -575, 45
waypoint4 = 1014, -622, 10
waypoint5 = 1033, -607, 15
waypoint6 = 1055, -594, 30
waypoint7 = 1075, -595, 30
waypoint8 = 1090, -605, 0, direct
waypoint9 = 1105, -655, 30
waypoint10 = 1117, -708, 0, direct
waypoint11 = 1138, -733, 0, direct
waypoint12 = 1172, -749, 50
waypoint13 = 1140, -811, 50
waypoint14 = 1083, -840, 50
waypoint15 = 1075, -814, 15
waypoint16 = 1019, -825, 40
waypoint17 = 971, -815, 50
waypoint18 = 958, -757, 50
waypoint19 = 956, -703, 40
waypoint20 = 948, -661, 30
waypoint21 = 956, -641, 20
waypoint22 = 984, -635, 15
waypoint23 = 1004, -622, 10
waypoint24 = 992, -591, 35
COLLECT = ?
FUNGI = natural herb garden
ORE = blemished ore
FISH = array of fish
ROOTS = damp roots
DEN = creature den
SHRUB = natural garden
WOOD = aged arbor
STONE = unearthed stones
MISC = withered bones

[The Thundering Steppes]
UseWayPoints = False
RelaxedRadius = True
MaxWander = 25
COLLECT = ?
ORE = stonecrest ore
STONE = wind swept stones
WOOD = felled high plains arbor
SHRUB = high plains shrubbery
FUNGI = high plains fungi
ROOTS = mesquite catch weed
DEN = beast den
FISH = mob of fish
MISC = withered bones

[The Commonlands]
UseWayPoints = True
RelaxedRadius = True
MaxWander = 100
NodeStopType = Relaxed
NumOfPoints = 12
waypoint1 = -782, -290, 100
waypoint2 = -825, -570, 100
waypoint3 = -702, -685, 100
waypoint4 = -767, -555, 100
waypoint5 = -590, -731, 100
waypoint6 = -430, -741, 100
waypoint7 = -364, -644, 100
waypoint8 = -381, -518, 100
waypoint9 = -541, -395, 100
waypoint10 = -627, -359, 100
waypoint11 = -749, -169, 100
waypoint12 = -959, -132, 100
COLLECT = ?
ORE = cloven ore
STONE = wind swept rock
WOOD = wind felled tree
SHRUB = oasis shrubbery
FUNGI = high plains fungi
ROOTS = desert weed
DEN = critter den
FISH = band of fish
MISC = withered bones

[Zek, the Orcish Wastes]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 25
COLLECT = ?
ORE = ferric ore
STONE = mud stone
WOOD = marred arbor
SHRUB = flattened bed of thistle
FUNGI = flattened natural herb garden
ROOTS = vestigial roots
DEN = lioness den
FISH = fury of fish
MISC = withered bones

[The Feerrott]
UseWayPoints = False
RelaxedRadius = True
MaxWander = 25
COLLECT = ?
ORE = alluvium ore
STONE = hermetic stone
WOOD = putrid arbor
SHRUB = overgrown bed of greenslade
FUNGI = overgrown fairy ring
ROOTS = musty roots
DEN = animal den
FISH = hatch of fish
MISC = withered bones


[The Enchanted Lands]
UseWayPoints = False
RelaxedRadius = True
MaxWander = 25
COLLECT = ?
ORE = residual ore
STONE = rhythmic stone
WOOD = wretched arbor
SHRUB = mystical natural garden
FUNGI = fairy ring
ROOTS = velvety roots
DEN = animal den
FISH = throng of fish
MISC = withered bones


[The Pillars of Flame]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 25
COLLECT = ?
ORE = red rock
STONE = luminous stone
WOOD = fallen branch
SHRUB = withered shrubbery
FUNGI = cave fungus
ROOTS = shriveled roots
DEN = beast den
FISH = cluster of fish
MISC = withered bones



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Posted: March 3rd, 2008, 3:46 am
 
letsgo2u
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german or english client?

could be that the names of the nodes dont match due to case sensitivity or such.


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Posted: March 4th, 2008, 1:57 pm
 
killjoy125

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Joined: February 8th, 2008, 5:46 pm
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i upgraded to PR3 and it works fine now.


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Posted: March 4th, 2008, 10:35 pm
 
gceagle
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They only problem I have with this or any other Exhume script is the memory footprint. If you are playing with less than 2 gigs you are crawling.... Any way to lessen the load?


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Posted: March 5th, 2008, 8:55 am
 
kamintar
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I'm having a hard time with this bot shutting down for no apparent reason. It will completely exit the bot program, but it's not like it "shut down" the bot because it doesn't go back to my original hotbars and doesn't camp out.

I have no idea what the issue could be. I have "quit on timeout" off. My logs don't say anything about what the issue was.

Should I upload a copy of my INI file? Do you think this could be the issue? It seems completely random when it happens. Sometimes it'll happen after one round of harvesting through the waypoints, sometimes it'll happen after an hour or two.. It all seems random, and I can't figure it out.


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Posted: March 10th, 2008, 11:04 am
 
ebarana

Total Posts: 280
Joined: September 1st, 2005, 10:55 pm
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except that it says 7log twice i at least get it running around with the german client. i still have an issue with the node names.
i tried looking the name up in eq2extreme test but what i get is very strange
i.e. an ore node in Antonica is called Callous-Erz
what i get in the Name line (it must be that ore node as it is exactly at the location specified is {n,sx!=n}\6401|(get)

or for a shrub node (Buschwerk der Ebenen)
{n,sx!=n}\10128|(get) der Ebenen

anyone an idea what to put into the node line for the harvest bot?

or is this just plain hopeless in the localized clients?


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Posted: March 10th, 2008, 5:45 pm
 
letsgo2u
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no it works for german clients problem is, the names are case sensitive and staz makes em small caption but the names that eq2 stores are case sensetive that means the bot wont harvest cause the names dont match.

staz has to fix that and it will work with names like "{n,sx!=n}\10128|(get) der Ebenen "
so we have to wait for staz ;)

thou iam writing my own harvest bot, its good now, but doesnt work with waypoints yet.


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Posted: March 10th, 2008, 10:45 pm
 
tault_orangeinkspot

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Just a question of curiousity. Why is Fungi even still in this anymore? I mean, I guess you could setup MISC to harvest ! pages, but heh. Fungi is just obsolete and takes up space.

I've personally taken all instances out of my ini


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Posted: March 11th, 2008, 11:06 am
 
atros
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Anyone else having trouble with the bot while use Waypoint = False, it keeps going back and forth in one little spot. Also is there a Exhume based Waypoint maker?


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