Page 6 of 8
Posted: Sun Dec 31, 2006 2:23 am
by sparky13
I've tried using all 3 versions of this mac on this page, and all 3 seem to leave some mushrooms on the ground.
The autoshrooms seems to be the smoothest version, but with a full spawn, it only seems to pick about half of them.
Any thoughts?
EDIT***
OK trying them all again, the last posted mac I'll call "shrooms2".
Seems to work so-so, but couple of questions.
Anyone else have it where it runs you off the platform into the water?
Is there a way to decrease the amount of distance the PC moves at a time to try and acquire a target?
Is there a reason the PC needs to face into the wall/corner by the fence when it starts/goes into break?
Can the actual "face" sections be removed?
I'm using this while at the keyboard but doing other things, but it still looks way too mechanized. Some times it runs over the shrooms, sometimes stops short. But almost always it tucks itself into that danged corner, dead giveaway.
Thanks =)
***EDIT***
OK looks like I may have figured out the loc / wall / corner thing, seems to be working smoother now, staying within the center of the pen, and not taking me swimming, yet =)
Posted: Mon Apr 02, 2007 9:07 am
by SmasherDevourer
that would be because not all of them spawn as Red Mushroom and Blue Mushroom.
Oh, and for the whole "more realistic random picking pattern", I would stick to the up and down the rows pattern, and just give a random area to return to and then face them so you can see the spawns.
Posted: Sun Apr 08, 2007 5:46 am
by aamlord
I'm using the shroom2 as it seemed to work for me the best. The solution to missing a few groundspawns is to manually move around to the next shroom just after the MQ picks one up. I generally go along row by row and once the fist round is cleared, MQ seems to follow the groundspawn in that manner with almost no missed mushrooms.
my version
Posted: Sun Apr 08, 2007 3:34 pm
by jacensolo
After seeing all the dead and unused code in this macro, I borrowed bits and pieces to make a new version, which is streamlined, and never misses a mushroom. It reacts well to tells and players, and it looks very human-like.
harvest.mac:
Code: Select all
#event gottell "#1# tells you#*#"
#event full "#*#no place to put#*#"
Sub Main
:loop
/doevents
/if (${SpawnCount[pc radius 150 loc -140 640]}>1 || ${Spawn[gm].ID}) /call Dummy
/squelch /itemtarget
/delay 5s ${Ground.ID}
/delay 5
/if (!${Ground.LineOfSight}) /goto :hold
/squelch /face nolook item
/delay 1s
:moveloop
/keypress forward hold
/if (${Ground.Distance}>8) /goto :moveloop
/keypress forward
/delay 5
/squelch /click left item
/delay 5s ${Cursor.ID}
/delay 5
/autoinventory
/goto :loop
:hold
/squelch /face away nolook loc 660, -60
/delay 1s
/keypress back hold
/if (${Me.X}<(-80)) /goto :hold
/keypress back
/delay 5
/goto :loop
/return
Sub Event_gottell(line,sender)
/tell ${sender} AFK Message:AFK for a bit.
/call Dummy
/return
Sub Event_full
/beep
/afk AFK for a bit.
/endmacro
/return
Sub Dummy
:dummywait
/if (!${Me.AFK}) /afk AFK for a bit.
/delay 5s
/if (${SpawnCount[pc radius 150 loc -140 640]}>1 || ${Spawn[gm].ID}) /goto :dummywait
/if (${Me.AFK}) /afk
/return
Posted: Thu Apr 19, 2007 6:50 pm
by aamlord
Bad news. The shroom2 script and the above harvest script no longer works. It moves the player to a mushroom then does nothing. It was workjing fine before the latest patch.
When I edited both script to remove /squelch, I got repeated spam of a mushroom being targeted but no clicky to pick up.
So I experimented and found the command "/click left item" doesn't work for me. Dunno if my compile got bugged but didn't see any error message from compiler.
Has anyone else been able to use the macro without problem since the patch?
Posted: Thu Apr 19, 2007 6:53 pm
by dont_know_at_all
Hi, there.
Do me a favor?
Go into your Release folder and open Changes.txt and read me the first few lines.
Thanks ever so much.
Love and kisses,
DKAA
Posted: Thu Apr 19, 2007 7:00 pm
by mystikule
You don't want to ask a question that was answered in a sticky now do you?
/kids laugh
Posted: Thu Apr 19, 2007 8:30 pm
by aamlord
Hmmm... no wonder I didn't know. I didn't see the change notice when I first logged on today. Usually I check the update when I first log on but for some reason it didn't happen this time.
Since the MQ2 I downloaded and compiled was just a few hours old, the broken feature had been blocked. I must thank my computer for a one day delay in downloading MQ2, the water system sprung a leak before the server was scheduled to go back live from patch and I had to replace tubes and refill before I can use the PC.
Sorry about that.
Posted: Sat Jul 21, 2007 3:22 pm
by Gunderhar
Hello I am new to MQ2. I have been trying to use the Kaladim Fungi Harvester programs listed but I have not been able to get any of them to work. I read the changed text area but im not understanding what i need to do to fix it so the Harvest macro works.
If you could please help me understand how to get it to work or if you could update the macro so it works. Please
Posted: Sat Jul 21, 2007 5:12 pm
by ieatacid
I posted an example of what needs to be done to fix it here:
http://macroquest2.com/phpBB2/viewtopic.php?t=14812
Posted: Sat Jul 21, 2007 5:38 pm
by Gunderhar
The link you posted is not workingfor me.
I get this msg: The topic or post you requested does not exist
Posted: Sat Jul 21, 2007 6:23 pm
by aamlord
I'm guessing the link requires VIP access. I've been meaning to get one but it's kind of hard for underage kid to get credit card, let alone open paypal account.
Posted: Sun Jul 22, 2007 8:54 pm
by Gunderhar
Could someone update on of the Shoom Harvest programs and post it here please. If not could you explaine how to fix it so it does work since I do not understand what i need to do.
Thank you
Posted: Wed Aug 29, 2007 8:13 am
by Winterskulk
could someone pls update this macro pls here or in vip i found nothing work correctly ( ty by advance )
Posted: Wed Aug 29, 2007 9:56 pm
by jacensolo
Try ieatacid's post in VIP. It has a working version.