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issue with EQ2 Harvester v1.3 : EverQuest 2 Premium Discussions

Posted: April 22nd, 2005
thatjeepguy
using the following ini:
[Harvester]
;Maxharvest number of attempts to make before camping if CamponMax is true
MAXHarvests = 999

;Set to true to camp when maxharvests reached
CampOnMax = True

;set to the hotbar you have defined
Hotbar = 7

;Default zone definition for resources and waypoints. This will only be used if
;the current zone is undefined or the "getzonename()" function fails.
defaultzone = the feerrott

[Resources]
;Resource = Priority (0 based), Hotkey, Harvest this type true/false
COLLECT = 0, 5, true
MISC = 1, 3, false
ORE = 2, 1, true
STONE = 3, 1, true
WOOD = 4, 3, true
SHRUB = 5, 2, true
FUNGI = 6, 2, true
ROOTS = 7, 2, true
DEN = 8, 4, true
FISH = 9, 5, false

[The Feerrott]
MaxWander = 250
UseWaypoints = true
Numofpoints = 20
waypoint1 62, 755, 30
waypoint2 = -20, 791, 30
waypoint3 = -177, 797, 30
waypoint4 = -274, 817, 30
waypoint5 = -368, 738, 30
waypoint6 = -409, 674, 30
waypoint7 = -416, 536, 30
waypoint8 = -346, 421, 30
waypoint9 = -374, 287, 30
waypoint10 = -474, 121, 30
waypoint11 = -700, 283, 30
waypoint12 = -661, 400, 30
waypoint13 = -616, 546, 30
waypoint14 = -580, 700, 30
waypoint15 = -455, 718, 30
waypoint16 = -350, 776, 30
waypoint17 = -229, 798, 30
waypoint18 = -106, 800, 30
waypoint19 = -27, 774, 30
waypoint20 = 62, 755, 0

COLLECT = ?
ORE = alluvium ore
STONE = hermetic stone
WOOD = putrid arbor
SHRUB = overgrown bed of greenslade
FUNGI = overgrown fairy ring
ROOTS = musty roots
DEN = manticore den
FISH = shoal of fish
MISC = withered bones
-------------------------------------

Getting the following information in log file:
[Friday, April 22, 2005 1:38:35 PM] Log File Created
[Friday, April 22, 2005 1:38:35 PM] INI File Found
[Friday, April 22, 2005 1:38:35 PM] Processing INI File
[Friday, April 22, 2005 1:38:35 PM] Processing Harvester Section
[Friday, April 22, 2005 1:38:35 PM] *****************************************************
[Friday, April 22, 2005 1:38:35 PM] *****************************************************
[Friday, April 22, 2005 1:38:35 PM] Max_Harvest: 999
[Friday, April 22, 2005 1:38:35 PM] CampOnMax: True
[Friday, April 22, 2005 1:38:36 PM] Hotbar: 7
[Friday, April 22, 2005 1:38:36 PM] *****************************************************
[Friday, April 22, 2005 1:38:36 PM] Processing Resources Section
[Friday, April 22, 2005 1:38:36 PM] collect hotkey: 5 harvest: true
[Friday, April 22, 2005 1:38:36 PM] misc hotkey: 3 harvest: false
[Friday, April 22, 2005 1:38:36 PM] ore hotkey: 1 harvest: true
[Friday, April 22, 2005 1:38:36 PM] stone hotkey: 1 harvest: true
[Friday, April 22, 2005 1:38:36 PM] wood hotkey: 3 harvest: true
[Friday, April 22, 2005 1:38:36 PM] shrub hotkey: 2 harvest: true
[Friday, April 22, 2005 1:38:36 PM] fungi hotkey: 2 harvest: true
[Friday, April 22, 2005 1:38:36 PM] roots hotkey: 2 harvest: true
[Friday, April 22, 2005 1:38:36 PM] den hotkey: 4 harvest: true
[Friday, April 22, 2005 1:38:36 PM] fish hotkey: 5 harvest: false
[Friday, April 22, 2005 1:38:36 PM] *****************************************************
[Friday, April 22, 2005 1:38:36 PM] Processing Zone Section
[Friday, April 22, 2005 1:38:36 PM] Zone: The Feerrott
[Friday, April 22, 2005 1:38:36 PM] Max_Wander: 250
[Friday, April 22, 2005 1:38:36 PM] UseWaypoints: True
[Friday, April 22, 2005 1:38:37 PM] Number of Waypoints: 20


when the script is run, it loads services, gets past the processing zone section, as you can see from log file, and then script simply ends. any ideas are appreciated.
Posted: April 22nd, 2005
thatjeepguy
this is on an intel processer, etc. lemme know if further information would be helpful.
Posted: April 22nd, 2005
thatjeepguy
another item of interest.... i tested with harvester v 1.21 and it works fine from what i can tell at the moment. will update shortly
Posted: April 22nd, 2005
thatjeepguy
with harvester 1.21 the toon will go to the first waypoint but from there will harvest all over that area (assume its using the default range of 250 and not the new defineable settings set along with locs.)

Anyways, look forward to getting 1.3 to work if possible =)
Posted: April 22nd, 2005
envison
Having the same issue. Did find that your first waypoint has no =
Doesnt fix the issue log stops promptly at

[Sunday, May 22, 2005 3:47:59 PM] *****************************************************
[Sunday, May 22, 2005 3:47:59 PM] Max_Harvest: 800
[Sunday, May 22, 2005 3:47:59 PM] CampOnMax: True
[Sunday, May 22, 2005 3:48:00 PM] Hotbar: 3
[Sunday, May 22, 2005 3:48:00 PM] *****************************************************
[Sunday, May 22, 2005 3:48:00 PM] Processing Resources Section

and dies. Edited resources section over and over to no avail as of yet.
Posted: April 22nd, 2005
envison
Fixed my issue it was that i hit the M key and typed on a false in the resource section.

Your waypoints seem to load and work correctly with the = added havent fully tested as of yet though.

---*edit*----

Let it run through about 8 of the 20 waypoints had some issues with running into a few walls and almost gettin drown (going thru the rivers). i would work on ur path alittle more but it does Work :).

btw ran range down to 55 while i ran it.
Posted: April 22nd, 2005
thatjeepguy
testing now. thanks a ton for the feedback. will update once ive thoroughly tested
Posted: April 22nd, 2005
envison
Having a new issue now after making my own route.

Cant seem to make it gather after the first resource will work finding the first then after that just travels in circles never finding anouther.

--*edit*--

Fixed the issue im a idiot and didnt read the info. the last # is for the radius (redundant to put it under the zone name then right?).

Changed the , 0 i had so it works now
Posted: April 22nd, 2005
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Total Posts:46 Joined:2005
Yes the MaxWander = ## key is only used when you don't define waypoints. If you hit one of those nice open areas in a zone you can simply stand in the middle of the area you wish to harvest set Usewaypoints = False and let things go. Will wander all over and get the job done.

My goal is to make it easy for those that don't want to mess with waypoints etc... to just go out there and use it. For those of us who don't mind tinkering you can get the waypoints defined with a surgeons exactness.

My apologies if I didn't make a better example of the new waypoint format.
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