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

Posted: July 7th, 2005, 4:15 pm
 
zaboron
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with the newest XU update this bot doesn't work properly anymore. before i could go away and return with my inventory filled with ressources.
Now the bot behaves very strange. After harvesting one or two ressources from a node it moves away to the next waypoint, or it misses a node, just running past it and then marking it as unharvestable. Sometimes it completely misses the direction and just walks straight away never to come back...


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Posted: July 7th, 2005, 5:42 pm
 
psouza4
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zaboron (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
with the newest XU update this bot doesn't work properly anymore. before i could go away and return with my inventory filled with ressources.
Now the bot behaves very strange. After harvesting one or two ressources from a node it moves away to the next waypoint, or it misses a node, just running past it and then marking it as unharvestable. Sometimes it completely misses the direction and just walks straight away never to come back...


HarvestBot 4.xx log, please?


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Posted: July 8th, 2005, 3:03 pm
 
jabst1922
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when is 4.02 due out...or is it and i just not been able to find it in the forums?


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Posted: July 8th, 2005, 8:26 pm
 
tault_discoduck
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Does anyone have a fix for the Chat after Harvesting using any other skill besides Mining? Sorta sucks to just be able to mine.


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Posted: July 8th, 2005, 10:22 pm
 
psouza4
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A workaround to this problem has been posted about four times, please read more carefully next time.

Either:

(a) use hotkeybars

..or..

(b) change your reply key to something benign, like {Home}

4.02 will fix this, but I'm still working out the AIM features first. Won't be long, possibly tomorrow.


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Posted: July 8th, 2005, 11:03 pm
 
tault_discoduck
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I'm sorry for not seeing that first suggestion. I'm all fixed up now. Thank you.


BTW:
AIM features = AWESOME!


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Posted: July 9th, 2005, 3:16 pm
 
maeckie1
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I have no problems running the scripts. Infact it was running for 7h+ straight while I was golfing :wink:

But when I hit the STOP button the game crashes. Any ideas?


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Posted: July 9th, 2005, 3:37 pm
 
jabst1922
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hit the delete key instead of stop....stop leaks memory anyhow


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Posted: July 14th, 2005, 8:23 am
 
istoriw
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Similar problem but my Harvest bot starts and then stops the script because it cannot find the logfile?

I am not at my home comuter so I do not have the log here but basically I have tried the autodetect for the logfile and it cant find it and I have tried using the one under the server name (\logs\servername\) and I have tried altering it to just the logfile directory (\logs\eq2...txt) which is the default dirctory for all my toons. For some reason, the default logfile is not under the server directory but just in the \logs directory.

Anyways, If someone has had this problem and can think of a solution then I would appreciate it very much. I will either edit this post or repost with my ini and log files later today when I get home.


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Posted: July 19th, 2005, 11:49 am
 
ogre_b
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Any ETA on 4.02?


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Posted: July 26th, 2005, 10:50 am
 
mikenamy
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I am new to this, but I am trying to figure it all out...please help if you can. I have enabled /log. I'm including my .ini file with my information removed, and the end of the xunleashed log file that looks relevant:

;;
;; 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 = C:\Program Files\Sony\EverQuest II
AvoidPlayers = True
CampOnEnd = False
EraseBadSpawns = True
ClosestFirst = False
MaxHarvests = 8
RunToRange = 8
WaitBetween = 300
QuitOnTimeout = False
Timeout = 15
Hotbar = 6
HotbarReset = 0
DefaultZone = The Feerrott



;; 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 = W
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, 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, 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)

[Name]
Server = Server
LogFileOverride =
Numofbuffs = 0
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



And the XUnleashed log...

07/26/05 01:28:36 PM SCRIPT ERROR: Variable is undefined: 'DebugClass'
Src: Microsoft VBScript runtime error
Line:33 Error:0 Scode:800a01f4
07/26/05 01:28:36 PM Failed to Parse the Script. Check it for errors.


Thanks for any help.


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Posted: August 2nd, 2005, 6:59 am
 
psouza4
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ogre_b (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Any ETA on 4.02?


4.02 is released:

http://www.taultunleashed.com/phpBB2/viewtopic.php?p=118946


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