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HarvestBot 4.xx : EverQuest 2 Premium Discussions - Page 2

Posted: June 20th, 2005, 1:01 pm
 
zaboron
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oh, must have been an error with copy and paste.
It's working perfectly so far though.


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Posted: June 20th, 2005, 1:45 pm
 
xanderr
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Alright, Here's the error I get when I try to run it.
It runs through and it proccesses the bot script till it gets to "Configuring bot enviornment" it says I get scripts running when it comes to that but nothing happens all it says in the script window is just "All scripts stopped" But it still says I have sprits active with the yellow text. and if I press F12 as it says it crashes the game.

Here's the log

'=====================================================================
' P R O C E S S Z O N E S E C T I O N
'=====================================================================
sub ProcessZoneSection
Dim WPIndex, INIStr, keyname, index, tcx, tcy

oDebug.PrintSectionStart "Processing Zone Section", 1

'Get the zone name then trim any instance numbers from it
ZoneName = getZoneName(oSvcObj)
oDebug.PrintLog "Zone: " & ZoneName, 1
If instr(1, "0123456789", right(ZoneName,1), vbtextcompare) > 0 then
if len(zonename) < 3 then
FatalError("Invalid Zone name " & ZoneName)
else
ZoneName = trim(left(ZoneName, len(ZoneName)-2))
end if
end if

for Index = 0 to 9
Resources(Index,1) = trim(cStr(oINI.GetVal(zonename, resources(Index, 1), "UnDefined")))
next

UseWayPoints = oINI.GetVal(ZoneName, "UseWayPoints", "NotFound")
if UseWayPoints = "NotFound" then
' ZoneName = oINI.GetVal("harvester", "defaultzone")
FatalError "Zone undefined " & ZoneName
else
oDebug.PrintLog "ZoneSection: " & ZoneName, 1

MaxWander = CInt(oINI.GetVal(ZoneName, "maxwander", 100))
oDebug.PrintLog "MaxWander: " & MaxWander, 1

RelaxedNodeRadius = cBool(oINI.GetVal(ZoneName, "RelaxedRadius", "False"))
oDebug.PrintLog "RelaxedNodeRadius: " & RelaxedNodeRadius, 1

WaypointStopMode2 = 0
If CStr(oINI.GetVal(ZoneName, "NodeStopType", "relaxed")) = "strict" Then
WaypointStopMode2 = 1
End If
oDebug.PrintLog "NodeStopType: " & WaypointStopMode2, 1

UseWayPoints = cBool(UseWayPoints)
If UseWayPoints then
oDebug.PrintLog "UseWayPoints: True", 1
MaxWayPoints = Cint(oINI.GetVal(ZoneName, "Numofpoints", 0))
oDebug.PrintLog "Number of Waypoints: " & MaxWayPoints, 1

RealUseWaypoints = True

ReDim Waypoints(MaxWayPoints, 4)

for WPIndex = 0 to MaxWayPoints - 1
keyname = "waypoint" & WPIndex + 1
INIStr = oINI.GetVal(ZoneName, keyname, CurrX & "," & CurrY & ", 100")

waypoints(WPIndex,0) = cSng(StrUpToToken(INIStr, ","))
waypoints(WPIndex,1) = cSng(StrUpToToken(INIStr, ","))
waypoints(WPIndex,2) = cSng(StrUpToToken(INIStr, ","))
waypoints(WPIndex,3) = 0

If trim(cStr(StrUpToToken(INIStr, ","))) = "direct" Then
waypoints(WPIndex,3) = 1
End If

oDebug.PrintLog keyname & _
" " & formatnumber(waypoints(WPIndex, 0),2) & _
", " & formatnumber(waypoints(WPIndex, 1),2) & _
", " & formatnumber(waypoints(WPIndex,2),2) & _
", mode " & waypoints(WPIndex,3), 1
next
Else
oSvcObj.UpdateData
tcx = round(oSvcObj.playerX, 0)
tcy = round(oSvcObj.playerY, 0)

MaxWayPoints = 2
ReDim Waypoints(MaxWaypoints, 4)
waypoints(0, 0) = tcx
waypoints(0, 1) = tcy
waypoints(0, 2) = MaxWander
waypoints(0, 3) = WaypointStopMode2

waypoints(1, 0) = tcx + 0.01
waypoints(1, 1) = tcy + 0.01
waypoints(1, 2) = MaxWander
waypoints(1, 3) = WaypointStopMode2

UseWayPoints = True
oDebug.PrintLog "UseWayPoints: False", 1
End if
end if
oDebug.PrintSectionEnd "Processing Zone Section", 1
end sub


06/20/05 11:25:01 PM SCRIPT ERROR: Odefinierad variabel: 'getTargetId'
Src: Körningsfel i Microsoft VBScript
Line:186 Error:0 Scode:800a01f4
06/20/05 11:25:01 PM Failed to Parse the Script. Check it for errors.
-------------------------------------------------------------------------------------
Well a bit of it...


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Posted: June 20th, 2005, 2:29 pm
 
psouza4
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You pasted the script code, not a log. I have a suspicion that the script wasn't configured properly, but in case it is, please send in your actual .log file so I can take a look.


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Posted: June 20th, 2005, 2:30 pm
 
psouza4
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zaboron";p="67345 wrote:
oh, must have been an error with copy and paste. It's working perfectly so far though.


Good to hear!


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Posted: June 21st, 2005, 3:35 am
 
psouza4
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xanderr";p="67348 wrote:
06/20/05 11:21:51 PM Looking for 3rd Party Service for services\EQ2Service.Service
06/20/05 11:21:51 PM ERROR: Could not convert to a proper CLSID
06/20/05 11:21:51 PM Looking for StandardService for standardservices\EQ2Service.Service
06/20/05 11:21:51 PM ERROR: Could not convert to a proper CLSID
06/20/05 11:21:51 PM SCRIPT ERROR: Invalid procedure call or argument
Src: XUScripts
Line:36 Error:0 Scode:800a0005
06/20/05 11:21:51 PM Failed to Parse the Script. Check it for errors.


(this quote from a PM he sent me)

This error means that Wyvern's EQ2Service Scriptiong Object is not installed, a requirement for damn near all EQ2 scripts running under XUnleashed. In case anyone else runs across this obscure error, that's what it means.


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Posted: June 21st, 2005, 11:11 pm
 
lagfactor
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For some reason i have a prob running it. I launch it and it works well on the first node it comes upon. Harvest it up its depleted then move on next node. However, it harvests second node only once then go on "paused for chatting" mode every time (seems to be on the gathering nodes on second test. Not sure though). Each time i hit "ins" key to get back to harvesting, it targets another node and leave the one it was harvesting.
Checked .ini and cant seem to find anything wrong with it or maybe its so obvious im not even thinking of checking it. Cant post .ini atm (will do later on though) but maybe someone had a similar problem and could help me with that

Thanks

Edit Tried to work around it by using the Hotbar and Hotbar resest but keeps changing Hotbar to my combat hotbars. Dont see what i do wrong

Here is the .ini. (changed name and server by xxxxxx for privacy)

;;
;; Configuration file for HarvestBot version 4.01
;;
;; Written by:
;; Retsek 04-19-2005 - 05-01-2005
;; thewatcher 04-27-2005 - 06-02-2005
;; psouza4 06-17-2005 - forward
;;
;; 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:
;; 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.
;;

;; 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 7 from node).
;;
;; 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 centiseconds, so 450 = 4.5 seconds.
;;
;; QuitOnTimeout True / False Stop bot if you have not harvested in (Timeout) minutes. Requires
;; configuring (Timeout) to a value in minutes.
;;
;; QuitOnTells True / False Do you want to /quit desktop if you receive a tell?
;;
;; NOTE: if you set PlayOnTells to True, then QuitOnTells
;; does nothing. You can have one or the other, but not both.
;;
;; PlayOnTells True / False Do you want the bot to play a sound if you receive a tell?
;; If so, specify a filename for (TellSound). This sound file
;; must be in .WAV format and must be in the XUnleashed scripts
;; folder.
;;
;; 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.

[Harvester]
DeleteMe = False
DebugLevel = 8
EQ2Path = E:\EQ2
AvoidPlayers = True
CampOnEnd = False
EraseBadSpawns = True
ClosestFirst = False
MaxHarvests = 8
RunToRange = 8
WaitBetween = 300
QuitOnTimeout = False
Timeout = 15
Hotbar = 2
HotbarReset = 2
DefaultZone = The Forest Ruins



;; 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.

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



;; 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.
;;
;; 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 = z
Backward = s
Left = A
Right = D
Jump = {SPACE}
NearestPC = {F7}
Chat = {Ins}
Reply = R
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, False, 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, False, 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
;; NumofBuffs The number of buffs you want the bot to maintain
;; Buff# Name of buff, duration (in minutes), casting time (in seconds)

[XXXXXXXX]
Server = XXXXXXX
LogFileOverride =
Numofbuffs = 1
buff1 = Pathfinding, 15, 15


;; Zone sections
;;
;; [zonename] [<zone name>] 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 = 100
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

[Antonica]
UseWayPoints = True
RelaxedRadius = False
MaxWander = 100
Numofpoints = 27
waypoint1 = -1730, 800, 50
waypoint2 = -1730, 750, 50
waypoint3 = -1730, 600, 50
waypoint4 = -1730, 550, 50
waypoint5 = -1730, 500, 50
waypoint6 = -1730, 450, 50
waypoint7 = -1700, 400, 50
waypoint8 = -1700, 350, 50
waypoint9 = -1675, 300, 50
waypoint10 = -1670, 250, 50
waypoint11 = -1630, 200, 50
waypoint12 = -1620, 150, 50
waypoint13 = -1620, 100, 50
waypoint14 = -1610, 50, 50
waypoint15 = -1600, 0, 50
waypoint16 = -1600, -50, 50
waypoint17 = -1620, -100, 50
waypoint18 = -1650, -150, 50
waypoint19 = -1650, -200, 50
waypoint20 = -1620, -250, 50
waypoint21 = -1585, -300, 50
waypoint22 = -1500, -550, 50
waypoint23 = -1490, -650, 50
waypoint24 = -1480, -750, 50
waypoint25 = -1575, -30, 0
waypoint26 = -1737, 380, 0
waypoint27 = -1780, 620, 0
COLLECT = ?
ORE = callous ore
STONE = sandwashed rock
WOOD = wind felled tree
SHRUB = plains shrubbery
FUNGI = plains fungi
ROOTS = plains roots
DEN = critter den
FISH = shoal of fish
MISC = withered bones

[The Enchanted Lands]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 50
Numofpoints = 0
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 Commonlands]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 100
COLLECT = ?
ORE = cloven ore
STONE = wind swept rock
FUNGI = oasis fungi
SHRUB = oasis shrubbery
ROOTS = desert roots
FISH = band of fish
DEN = armadillo den
WOOD = wind felled tree
MISC = withered bones

[The Thundering Steppes]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 100
Numofpoints = 0
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

[Zek, the Orcish Wastes]
UseWayPoints = False
RelaxedRadius = False
MaxWander = 100
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 = False
MaxWander = 100
Numofpoints = 0
COLLECT = ?
ORE = alluvium ore
STONE = hermetic stone
WOOD = putrid arbor
SHRUB = overgrown bed of greenslade
FUNGI = overgrown fairy ring
ROOTS = dusty roots
DEN = animal den
FISH = hatch of fish
MISC = withered bones


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Posted: June 22nd, 2005, 9:25 am
 
lagfactor
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Ok found out why it keeps changing hotkey bar. But not the cure. Lets say that my Gathering ability is in key 4, hotkey bar 1. It will launch well on first then it will switch to bar #4 where the gathering ability does not exist. Anyway to prevent that?
Other thing that seems weird is that, sometime, i wont try to harvest for the full # of tries i asked the script for. It will try once or twice, then consider the node depleted and move on next one. Tried to work around this by upping the time between each try at harvest but doesnt seems to work too fine either. Kinda conspicious for bystanders when you run from node to node not harvesting them full.


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Posted: June 22nd, 2005, 9:32 am
 
redman
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lagfactor";p="67462 wrote:
Ok found out why it keeps changing hotkey bar. But not the cure. Lets say that my Gathering ability is in key 4, hotkey bar 1. It will launch well on first then it will switch to bar #4 where the gathering ability does not exist. Anyway to prevent that?
Other thing that seems weird is that, sometime, i wont try to harvest for the full # of tries i asked the script for. It will try once or twice, then consider the node depleted and move on next one. Tried to work around this by upping the time between each try at harvest but doesnt seems to work too fine either. Kinda conspicious for bystanders when you run from node to node not harvesting them full.


In your ini above, it's looking for gathering on hotbar 2, hotkey 1.

To simulate what it's doing manually...
Set your main hotbar to something other than 2... say set it to your normal adventuring keyset.
Target a gathering node
Set the hotbar (Hold <shift>, Press 2, Release <shift>)
Press gather key (Press 1)

If <shift>2 doesn't bring up the right bar, your hotbar is misconfigured.

RedMan


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Posted: June 22nd, 2005, 9:48 am
 
shifty2k5
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hello all,
im kind of a new face here just got everything up and running yesterday

ok SO! my question might sound dumb but non the less i need to get this running well.

#1 when i do not use waypoints, what actually happens
#2 why do i keep running into walls when waypoints are on and how can i make it go around the walls?
#3 my goal is to be able to go into the other room and watch TV while this harvests for me =p so running into walls and looking like im a bot doesn't help atm.

any advise would be appreciated =) ty


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Posted: June 22nd, 2005, 9:51 am
 
redman
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1 - Set up a simple path in an open area and play with it
2 - Your path sucks....play, learn, fix
3 - This is doable with a good path, I've had runs of over 6 hours using the version just prior to 4.xx, havent had the opportunity to play with 4.xx yet.

RedMan


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Posted: June 22nd, 2005, 9:59 am
 
thewatcher
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psouza4, you may want to check out the evade routines in my Navigate class when I post it, they have amazed me what they have gotten past and I wrote the code )

I should be uploading the new version of BotBase with Navigate and Mob classes today or tomorrow, Navigate is done except for the long version of documentation and Mob Class is about to be tested live.


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Posted: June 22nd, 2005, 10:02 am
 
lagfactor
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redman";p="67463 wrote:
In your ini above, it's looking for gathering on hotbar 2, hotkey 1.

To simulate what it's doing manually...
Set your main hotbar to something other than 2... say set it to your normal adventuring keyset.
Target a gathering node
Set the hotbar (Hold <shift>, Press 2, Release <shift>)
Press gather key (Press 1)

If <shift>2 doesn't bring up the right bar, your hotbar is misconfigured.

RedMan


Hmmm not sure im following you there (please bear with me english is not my first :p)
Lets say i want to put my four harvesting abilities (gathering, trapping, mining and foresting) in hotbar#2 in the following order gathering as key1, trapping as 2, mining as 3 and foresting as 4. How should i set up my .ini for it to recognize it?


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Posted: June 22nd, 2005, 10:04 am
 
shifty2k5
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would you mind posting your waypoints for feerrott(6 hours sounds awsome)


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Posted: June 22nd, 2005, 10:15 am
 
thewatcher
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Posting waypoints is generally not the best idea simply because having 10 people running the exact same route is a dead givaway that it's a bot, even if you don't share your waypoints you should consider changing them around a bit or even just reversing them to look less suspicious.


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Posted: June 22nd, 2005, 11:40 am
 
thewatcher
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Hmm, new option for the bot? run route backwards?


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