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[ 8 posts ] |
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 Movement twitchy (harvester 1.45) : EverQuest 2 Premium Discussions
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Posted: April 28th, 2005, 2:56 pm
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envison
Total Posts: 34
Joined: April 7th, 2005, 7:35 pm
envison's Reps: 0
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Wondering if its just me,my settings? ect. But once edited and put in new waypoints ect to the new ini. the char wants to twitch back and forth when finding a new waypoint he will do this 2mins or so then continue on.
[Harvester]
;Avoidplayers = True/False will ignore nodes with players nearby if true
;CampOnEnd = True/False if true will camp to desktop once harvesting
ends
;QuitonTimeout = True/False End script if timout value reached since last
harvested item
;Timeout = # Max time in minutes since last harvested item
before causing a timeout and ending script
; if you get stuck or other unforseen
event happens
;Hotbar = # number of the hotbar 0-9 that you have the
harvesting hotkeys on
;defaultzone = zonename this is the zone the script will assume you are in
ONLY if the zone detected
; is not defined in the script
;EQ2Path = directory directory where EQ2 is installed
;
AvoidPlayers = false
CampOnEnd = true
QuitonTimeout = false
Timeout = 7
Hotbar = 3
defaultzone = The Feerrott
EQ2Path = C:\Program Files\Sony\EverQuest II
[Resources]
;nodetype = #, #, true/false first number is Priority and is 0 based,
; second number is the hotkey to use,
; true/false harvest this type of node
COLLECT = 0, 5, true
MISC = 1, 3, true
ORE = 2, 1, true
STONE = 3, 1, true
FUNGI = 4, 4, false
SHRUB = 5, 4, false
WOOD = 6, 2, true
ROOTS = 7, 4, true
DEN = 8, 4, false
FISH = 9, 5, false
;This section is for defining the buffs for your characters. Set the section name to
;your characters first name ie [Johnydoe]
;NumofBuffs = # set this to the number of buffs you wish to cast
;Buff# = name, duration in min, cast time in seconds, hotbar, hotkey
[$$$$$] <-- *edited has my toons name*
Numofbuffs = 1
buff1 = Watery Respite, 14, 3, 4, 1
;buff2 = elise's ditty, 14, 6, 2, -
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Posted: April 28th, 2005, 3:01 pm
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propel1erhead
propel1erhead's Reps:
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how do i start running these scripts heh ... i cant even get it to start ...
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Posted: April 29th, 2005, 10:03 am
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ekuth1
ekuth1's Reps:
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Envision:
I just started using the harvest bot yesterday. For the most part, IT ROCKS!!!!
I did however notice the same thing as you- my toon stands there and shakes like a crack head in need of a fix for like 2 minutes before heading to the next node- even when it's right in front of it.
Anyone know how to smooth this out? Don't get me wrong, it works, but smoother action would look less "bot-like"... I'd love to be able to walk away from this and come back after having watched a movie or something.
Oh, be sure to leave the setting that ignores nodes by other players on. I had turned it off and some guy got ticked 'cause I was harvesting "his" nodes... oh well. But still helps you look a little less... automated.
A few ideas:
1. Some kind of system that would respond to tells with a message like: "I'm harvesting and don't feel like talking now" or something.
2. A setting to refuse group invites.
3. A random setting that would run to the different waypoints randomly instead of in the same set pattern.
Any thoughts?
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Posted: April 29th, 2005, 12:43 pm
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thadious
thadious's Reps:
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Having the same problem as above. If i manually run him up a few paces he will take off again, not sure why it hangs up.
Also just a suggestion on the buffs, it doesnt account for fizzles, might want to have it send key for buff 3 times instead of one. This is a common practice i use for running macros in game on casters.
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Posted: April 29th, 2005, 7:53 pm
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thadious
thadious's Reps:
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1) I belive the problem to be in the Navigate section added to the bottom and prbly with the Heading feature. I assume it is going back and forth and not locking in the right heading for whatever reason. I wish I could help find the problem more but you guys are smarter than me  Hopefully we can find it and fix it sooner than later.
2) I also found that the only place I get really hung on bad nodes is in Feerrott, every other zone seems to work fine. If there is a way to parse the Character logged ini for "You are too far away." we could adujst the script to mark the node as bad right then.
3) Also an option to only clear the bad node array after the waypoint route is done would be nice but not essential. Occasionally I have waypoints that overlap and will run back to the same node over and over. Can be fixed by adjusting wander distance of course but could be handy.
This script is really starting to look like what I had hoped for since wyv posted the 1st one. Great work!
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Posted: April 30th, 2005, 3:42 am
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retsek
Total Posts: 46
Joined: March 30th, 2005, 3:44 am
retsek's Reps: 0
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I'm working on fixing the "Twichy" navigation. It does this because it is trying to get an exact hdg fix. I have a couple different solutions in testing and should have something by monday. The tight navigation had been requested because of some tricky areas in a few of the higher level zones so taking a bit of tweaking =)
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Posted: April 30th, 2005, 12:22 pm
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thadious
thadious's Reps:
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Sounds good, I love the tighter nav though, it makes snagging ?s on low res computers much more realistic.
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Posted: May 2nd, 2005, 6:42 pm
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envison
Total Posts: 34
Joined: April 7th, 2005, 7:35 pm
envison's Reps: 0
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k thx alot for the replys. Just wanted to make sure it wasnt a config error on my part.
Props for the script though retsek love the features thus far 
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