Hunter Macro (v1.3 UPDATED 06-07-2004 12:51pm PST)

Post your completed (working) macros here. Only for macros using MQ2Data syntax!

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Mister Peepers
a lesser mummy
a lesser mummy
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Joined: Mon Apr 19, 2004 8:10 pm

Post by Mister Peepers » Thu Jun 17, 2004 12:30 pm

There was just an update to how calcs are done so go look in the manual and find out what changed and take apporoprite action :)

Devor
orc pawn
orc pawn
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Post by Devor » Fri Jun 18, 2004 1:09 am

Im getting CTD its seems to happen right as I reach a mob .. but not everone might kill for 5 minutes but mostly under a minutes running no error shown

Luthar
decaying skeleton
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Contact:

Crash.

Post by Luthar » Sun Jun 20, 2004 6:17 am

This is my first post and my english sucks.

This hunters code looks good. I cant find what crash it.
It crashes direct when you face the mob at combat range. Sometimes
it crashes first time. But at most it crashes when the macro have been looped a few times.

Thornado
orc pawn
orc pawn
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Joined: Wed May 12, 2004 6:59 pm

Post by Thornado » Sun Jun 20, 2004 10:53 am

Guys there has been a new release of MQ2 that has bug fixs for the calculate code. Before you go any farther download the new zip file and recompile.

Nucleus
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Post by Nucleus » Sun Jun 20, 2004 8:01 pm

If I used this with a pet (assuming the pet would just start helping once I get attacked) would it still loot and everything if the pet kills it? And thanks to you (and all macro writers) for writing these things :smile: .

bmaciag
decaying skeleton
decaying skeleton
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Post by bmaciag » Sun Jun 20, 2004 10:26 pm

I believe there is an issue when trying to load info from zones with commas in them such as pofire [Doomfire, The Burning Lands]. The macro just hangs in the loadini section. I'm not a scripter, anyone know what's wrong?


[MQ2] Attempting to Read Section "Doomfire, The Burning Lands" Zone Information from HunterMob.ini

bmaciag
decaying skeleton
decaying skeleton
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Post by bmaciag » Tue Jun 22, 2004 12:08 pm

No one can figure that out? It's gotta be a very simple string function issue... I'm just not familiar enough with MQ to figure it out myself. Any help would be greatly appreciated. (If you have no idea what I'm talking about, read the post directly before this one)

Thornado
orc pawn
orc pawn
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Post by Thornado » Tue Jun 22, 2004 4:24 pm

bmaciag wrote:No one can figure that out? It's gotta be a very simple string function issue... I'm just not familiar enough with MQ to figure it out myself. Any help would be greatly appreciated. (If you have no idea what I'm talking about, read the post directly before this one)
I normally try not to flame idiots but who said we care about any problems your having? If no one responds maybe no one bothered to check the forum that day that is willing to help, maybe no one else has had the problem, or maybe if its the only zone it does not work in you could copy the file into another file then just hard code how it looks for the mobs (someone already talked about this back a few pages). How much did you pay for this program? How much did you pay for the macro? If you don't pay for it don't expect service and if you get it you will get it when others feel like doing it.

This macro like others just uses a read function that is built into macroquest. If that function does not support a comma then thats a bug in macroquest not this macro. Although IF this bug exsists then I quess you could always program arround it also.

bmaciag
decaying skeleton
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Post by bmaciag » Tue Jun 22, 2004 6:25 pm

Uhhh, that was completely unneccessary. You took a minor suggestion I made, and turned it into something way more than that. There was nothing newbish about my problem, or my reply. I was simply bumping it up, hoping people would have a chance to see it again. Grow up. Thanks.

ISpy
orc pawn
orc pawn
Posts: 17
Joined: Thu Jun 17, 2004 7:21 pm

Post by ISpy » Tue Jun 22, 2004 6:51 pm

Before my queestions and comments I want to say that I love this macro, thanks Robdawg.

I have tweaked it a little on some delays to make it go around obstacles a little better in the zone I use it in most. Just to make it back up a little sooner and a little longer and then to strafe a little longer.

This almost makes it perfect but there are some places in this zone where the PC gets stuck and can't move at all.

I am going to try to add a timer in that issues a /rewind command after a minute or 2 of being stuck.

Does that sound reasonable or doable?

Also, I have moved the commands to change the looting options outside of the looting subroutine so they won't cause as much spam on the screen. I haven't noticed this causing a problem. Is there a problem with this that I might be missing?

The only real problem I am having is dealing with adds. If I am understanding the macro right, it notices adds when they get off a successful attack while the PC doesn't have any mobs targetted.

I am using this for farming on extremely low-level mobs so I am using a junk account with an extremely low-level bard. He is kinda slow at killing so to try to speed up his effectiveness I have cut down on the paranoia wait.

And, since this macro targets the mobs and runs to them there is very little time now when the PC doesn't have a mob targetted.

I am going to fix this by putting in a static pause after each mob kill instead of the random one and make sure it is long enough to allow an add to score a hit. I may just reinstate the original times to the Paranoia code.

The thing remaining that this doesn't fix is that some of the adds in my chosen farming ground have a tendency to stun the PC when they hit. The target mob runs at low health, the PC gets stunned repeatedly and can't get close enough to the original target mob to finish it off and switch to the add.

I am thinking of solving this by hardcoding in a switch of target anytime my PC gets hit by the mob type(s) that add in this zone.

Does anyone have a better solution?
Ispy Withmylittleeye

bmaciag
decaying skeleton
decaying skeleton
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Post by bmaciag » Thu Jun 24, 2004 4:39 am

Also seems to be some issues with mobs that are big. I play on an EQemu server and it doesnt seem to acquire target for mobs that are relatively large. Giants in poeartha, for example, and large dragon type creatures such as Yelinak appear to be too large.

amml
a lesser mummy
a lesser mummy
Posts: 68
Joined: Thu Apr 22, 2004 4:55 pm

Post by amml » Sat Jun 26, 2004 6:53 am

thx for the amazing macro first =) now my little question, is it somehow possible to give some mob priority?

And here the really important question comes, if i only want to hunt in a room, how can i tell make the macro not target any mob through the walls outside of the room?

Would be great if somebody could help me out with this =)

Thanks...

Phox
orc pawn
orc pawn
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Joined: Fri Mar 19, 2004 6:44 am

Post by Phox » Thu Jul 01, 2004 2:51 am

In several zones there are creatures that are either below the ground or beyond the reachable boundries of the zone. Is it possible to add code to skip targets which are not reachable?

wrangler
a ghoul
a ghoul
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Post by wrangler » Thu Jul 01, 2004 8:41 am

already is

Code: Select all

|What is the minimum Z Value of mobs I should target?
   |------------------------------------------------------------
   /declare RV_MinZRange        int outer  -1000
   |------------------------------------------------------------
   |What is the maximum Z Value of mobs I should target?
   |------------------------------------------------------------
   /declare RV_MaxZRange        int outer  1000 

amml
a lesser mummy
a lesser mummy
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Joined: Thu Apr 22, 2004 4:55 pm

Post by amml » Thu Jul 01, 2004 8:45 am

how can you make him not target through walls, or just define a specific area to target mobs in?