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[ 15 posts ] |
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 harvester 1.35 issues : EverQuest 2 Premium Discussions
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Posted: April 25th, 2005, 3:27 pm
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psirusmojo
Total Posts: 36
Joined: March 28th, 2005, 3:15 am
psirusmojo's Reps: 4
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Ok, I noticed that it works pretty well but a few things dont work to well on the waypoint mode. I watched it and tweaked it for the past few hours and one thing that bugs me is the 15 trys. 15 trys is very long, I changed it to 8 trys and is much better.
Ive noticed that a few times when it gets to a node and the avoid players option is on, it will sometimes ignore a node even if there is nobody withing 7 (whatever that means). I know cause im using the radar while its harvesting and theres nothing around.
Ive also noticed with the waypoints that if there is an unharvestable node and the next waypoint it goes to has no other harvestable nodes around, it will go to that waypoint and search and find nothing then clear out the bad nodes and go back to the first unharvestable node. I watched it do this for about a good 25mins, just looping around. Other than that, it works pretty good.
One more thing, I was wondering, could you set the waypoints to be more specific. IE instead of -23, 44, 50 have it -23.55,44.64, 50? I tried it but it dosnt work.
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Posted: April 25th, 2005, 8:12 pm
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thadious
thadious's Reps:
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Ya i have the same problem with it running past obvious good nodes after moving waypoints, not sure what the issue is.
I love all the "goodies" added to the script but I wish we still had the option of finding the nearest node in the array vs checking priority as it obviously runs past nodes. I have no idea why the waypoints cause problems with the finding nodes script but it is an obvious problem.
Great work, cant imagine the manhrs put into this. Great work!
If I had the ability I would try to help but it took me countless hrs to learn the old code... hopefully its not too hard to listen to all our requests :p
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Posted: April 26th, 2005, 3:22 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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The saying it found player within 7 means it found a pc target within a distance of 7 by loc of the node. A timing issue occasionally caused the problem and I think it is cleared up in 1.40
As for the more detailed location the navigation stops you within a locale of 7 or less of the waypoint so precission of decimal points isn't going to help any. It is possible to tighten up the distance a bit but if you get within 7 you can harvest an item.
The 15 attempts is now set to 10 and the timing delays are basically gone. Takes less than 3 seconds to identify a bad node now.
The priority of nodes vs harvesting nearest is an issue I've not decided to handle yet. I do have an alternate coding that harvests all nodes it can find before doing another "findresource" but I'm not overly fond of it. The solution I use is to define smaller harvest areas and a lot more waypoints. This has the same effect in that it will look within a smaller area and clear it of all nodes you like then move on. A radius of 50 is about perfect for this.
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Posted: April 26th, 2005, 3:40 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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Oh, thought maybe an example of the waypoints would help illustrate the smaller is better.
[Zonename]
Numofpoints = 9
waypoint1 = 100, 100, 50
waypoint2 = 175, 100, 50
waypoint3 = 250, 100, 50
waypoint4 = 250, 175, 50
waypoint5 = 175, 175, 50
waypoint6 = 100, 175, 50
waypoint7 = 100, 250, 50
waypoint8 = 175, 250, 50
waypoint9 = 250, 250, 50
This gives you a HUGE area to harvest roughly 250 x 250 yet will clear smaller sections within that area before moving on. It still covers the same ground just a lot quicker and efficiently.
IF =) the consensus is that the option to harvest all nodes you can target before moving on to the next prioritized node is necessary .... I can certainly include that in the next update.
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Posted: April 26th, 2005, 3:45 am
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tazman076
Total Posts: 169
Joined: January 17th, 2005, 11:44 pm
tazman076's Reps: 1
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retsek,
Maybe you can help me out. I know just enough to get myself into trouble when it comes to programming. And for life of me i can not figure out why the harvester can not find the INI file and stops. I've spent some time reading over all the posts i could find and i have all the other plug ins and scripts working fine. All though i must admit radar is now working for me i just don't know how useful it is for me atm.
Is there something special i'm supposed to edit or set up for the script to find INI file?
Thanks,
Tazman
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Posted: April 26th, 2005, 6:55 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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The INI file must be in the "Scripts" directory and it will locate it. Just unpack the ini file from the RAR file along with the script. Should work fine.
the file it is looking for is eq2harvester.ini
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Posted: April 26th, 2005, 3:25 pm
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thadious
thadious's Reps:
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Thanks for the quick response retsek. I will try to tighten up the waypoint route and see how that feels, guess i just need to kick the old habits. Will toy with it tonight and let you know.
I, and im sure many others, appreciate your hard work!
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Posted: April 26th, 2005, 10:34 pm
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psirusmojo
Total Posts: 36
Joined: March 28th, 2005, 3:15 am
psirusmojo's Reps: 4
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retsek";p="63378 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): As for the more detailed location the navigation stops you within a locale of 7 or less of the waypoint so precission of decimal points isn't going to help any. It is possible to tighten up the distance a bit but if you get within 7 you can harvest an item.
I wasnt talking about the stoping at the nodes, I was talking about the waypoints. Currently it stops at a whole number ie X=30 Y=-35, I was hoping that there was a way to have it stop at X=30.53, Y =-35.66. Cause this could cause issues when going through very tight areas. Like in feerrott if your crossing some water on a horse, you can take some rocks in the stream to get to the other side without losing your horse. that area you have to be in to go straight across is very small, it would be much easier to go over it with a much more detailed X,Y coordinate for the waypoints.
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Posted: April 26th, 2005, 10:45 pm
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thadious
thadious's Reps:
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Is there a setting or something I am doing wrong as far as the buff goes? It never targets b4 casting so the buffs never get recasted.
It also gets stuck on a bad node everytime, will try to move a bit and then find the node and go back to it, thus never moving away.
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Posted: April 27th, 2005, 3:26 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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Navigation to waypoints uses the same tolerances as moving to a target location. Targeting a spot in fractions of a loc say 35.53 etc... is beyond anything I've looked at. The navigation routines are all from wyvernx's original work and untouched. I don't have any idea how easy it would be to MICRO waypoint for super tight areas. But I'll look at it.
The buff casting question ... all the buffs I've cast don't require a target but hehe it makes sense. if you add the lines
sendkeys("{F1}") sleep 100
right after the dim statement in the CastBuffs sub it will fix your problem. I'll add it into the next update as well.
The getting stuck on a bad node .... I'm not sure what the problem is there as I've not been able to duplicate it. Always checks finds bad node and moves on for me. The only thing I can think of is that after it finds that node it is moving on to the next waypoint and the bad node is within the NEW waypoints radius as well. The badspawn list is reset every time you move on to a new waypoint.
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Posted: April 28th, 2005, 12:35 am
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llew22
Total Posts: 47
Joined: February 5th, 2005, 7:52 pm
llew22's Reps: 3
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You can get stuck on a bad node if you edit the attempt counter loop improperly.
For example, you might want to lower the attempts to 10 instead of 15. If you only change the first part of the loop from 15 to 10, you'll never hit the trigger that activates the bad node handling.
I recommend making the max attempts number part of the ini file.
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Posted: April 28th, 2005, 2:30 am
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psirusmojo
Total Posts: 36
Joined: March 28th, 2005, 3:15 am
psirusmojo's Reps: 4
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and an option to in the ini that allows us to choose if we want to reset bad nodes after each time it finds "no wanted nodes available" thing.
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Posted: April 28th, 2005, 3:30 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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For those of you with navigation issues .... 1.45 (updated today) has much tighter navigation and slightly better handling of obstacles. With luck this will make things easier for you.
As for the bad nodes attempts I can easily add that to the ini file ... though it shouldn't be an issue at this point since the timing is so quick.
I will add a reset bad nodes toggle in the ini for the next version. Look for it in a couple days.
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Posted: April 28th, 2005, 7:51 am
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simucal
simucal's Reps:
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Here are the nodes for Feerrott
If anyone has a good waypoint set for this zone, let me know!
[The Feerrott]
maxwander = 100
UseWaypoints = False
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 = manticore den
FISH = hatch of fish
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Posted: April 28th, 2005, 8:32 pm
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simucal
simucal's Reps:
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[Rivervale]
Maxwander = 330
Usewaypoints = false
Collect = ?
ore = sedimentary ore
stone = lithic stone
Fungi = tainted fairy ring
Shrub = tainted natural garden
roots = insidious roots
fish = bedlam of fish
den = dire wolf den
wood = corrupted arbor
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