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Posted: Sat Jul 17, 2004 11:14 pm
by Jerle69
OK ok ok ok, I'll integrate the moveutils plugin in the next release. I may opt to (somehow) test to see if the moveutils plugin is available and optionally use that for circle strafing and sticking, or use the *cough* "wooden" version as it currently is implemented. I agree it's a little herky jerky and I've been trying to tune it, but there's only so much a macro can do, and we've pretty much pushed RH beyond a simple macro and into pseudo-plugin world.
If I get REALLY energetic, I may just rewrite ALL of RH as a plugin, wouldn't that be something? Haha, who am I kidding. Naw, but I'll see what I can do with integrating moveutils, but not requiring it.
Posted: Sun Jul 18, 2004 2:36 am
by oorglebot6000
Sweet, thanks Jerle

Posted: Sun Jul 18, 2004 6:03 pm
by Jerle69
Well that was easy :) Version 5.6 is released. This version integrates MQ2MoveUtils...
Code: Select all
| VERSION 5.6:
|
| This update only does one thing, but it's a biggy--it integrates the MQ2MoveUtils
| plugin. If you have the plugin compiled with MQ2 and it's loaded, RH will detect it
| and override using it's internal movement sequences for sticking and circle strafing.
| The MQ2MoveUtils, coupled with RH's logic provides for a very, very smooth and
| enjoyable Bot experience!
Enjoy! Sure makes it look a billion times nicer :) Don't worry if you don't have the MQ2MoveUtils plugin or know how to use or compile one--RH still works without it, just not nearly as smoothly as it does with it!
Incidentally, I was going to finally insert some optional commands to autoexecute player-defined disciplines, but due to the current state of MQ (AltAbility TLO being deactivated) I can't really test it. When the AltAbility TLO is working again, I'll see if I can whip up some new autodisc commands (good for 6-mans and exp groups).
Posted: Mon Jul 19, 2004 3:25 am
by Mulletmaster
Some of us rogues have the AA which will let us BS from the front..is there any command in RH that will keep hitting backstab even if we are in the front of the mob/side?
Posted: Mon Jul 19, 2004 2:27 pm
by Jerle69
Mulletmaster:
Good question, it's already in there. Here's an exerpt from the 2.0 section of the readme:
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| VERSION 2.0:
| |
| . If the rogue has shifted to become the tank, while circle-strafing is
| temporarily suspended, face-stabbing is activated (you will attempt to chaos
| stab, even from the front of the target!)
Feel free to preuse the very first post of the thread. All of RH's features are detailed there (in chronological order) as they were introduced to the macro.
Enjoy!
Posted: Mon Jul 19, 2004 4:02 pm
by burdsjm
Jerle,
Loading the plugin and macro which goes first. I am really new to this so I have read the help on plugins but I want to make sure I don't screw anything up.
Is there a way to make the program just auto try to drag any corpse near my rogue? That would kick ass bad raids.
Thanks
Jay
Posted: Mon Jul 19, 2004 5:38 pm
by Jerle69
burdsjm:
You should load plugins before running any macro that uses them (or it won't work, of course). Assuming you've added MQ2MoveUtils to your MQ2 compile, you'd load it with the following command:
... and unload it with (not sure why you'd do that, but)...
If you get really fancy, you can edit your MQ2 MacroQuest.ini file and find the following section and add the last line like it is below:
Code: Select all
[Plugins]
mq2labels=mq2labels
mq2itemdisplay=mq2itemdisplay
mq2custombinds=mq2custombinds
mq2hud=mq2hud
mq2fps=mq2fps
mq2map=mq2map
mq2bzsrch=mq2bzsrch
mq2chatwnd=mq2chatwnd
mq2eqbugfix=mq2eqbugfix
mq2moveutils=mq2moveutils
This change will autoload MQ2MoveUtils when you fire up MQ2 automagically. You can then just use RH like you always did and it'll sense and use the plugin without your intervention.
After that you can just "/load rh" to load up the Rogue Helper macro. There are instructions (and "idiots guide" I think ) on how to compile and use plugins in the Plugins message area.
Posted: Mon Jul 19, 2004 7:53 pm
by Jerle69
I got a PM hee at MQ2 regarding implementing auto-disarm as well as auto-sensetraps. Anyone have any feelings on these potential additions?
Posted: Mon Jul 19, 2004 8:00 pm
by Knight
I would seriously love auto sense/disarm traps. I disarm them one or two times and then forget about them~
Posted: Mon Jul 19, 2004 9:00 pm
by TrippyTom
omg i would LOVE auto sense/disarm traps. I hate doing LDoN for that reason!
Posted: Mon Jul 19, 2004 9:12 pm
by Jerle69
Okay, I'll see about implementing that in an upcoming release then.
So far, on my TODO list I have:
1) Generic, user-defined auto-disc activation (perhaps two discs, each with their own endurance threshold).
2) Auto-sensing of traps (switch activable) with auto-deactivation of traps if one is sensed.
3) Auto togglable weapon disarm.
I have to go on a little trip for the rest of this week, so I won't be able to work on these until probably Friday.
Posted: Mon Jul 19, 2004 11:34 pm
by burdsjm
Auto Disarm would rock.
How difficult would it be to do that auto drag corpses in the area?
I find it really sucks being the only rogue on a Time raid and having to drag 71 corpses back to the tables it would be a great feature to be able to turn on a macro and just stand there as the bodies get sucked to me. then just walk out of the danger area.
Thanks for your help got the plug in working.
Jay
beastlords
Posted: Tue Jul 20, 2004 12:53 pm
by the_horror
has anyone been able to modify this to work for a bl and include pets buff and rebuff of key buffs?
Posted: Wed Jul 21, 2004 1:25 pm
by burdsjm
Jerle,
A really cool item to have in this macro would be an /autonimble.
Have a setting that would activate your nimble disc when you reached a specified level of health.
Also some kind of /autoescape would be cool too. Although I would be used only on rare occusions. Like if nimbledisc was down, then escape.
Thanks again for all your hard work and let me know if you want me to stop throwing ideas on the forum.
Jay
Posted: Wed Jul 21, 2004 6:28 pm
by Jerle69
I'll consider that and put it on the optional todo list :)