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${Target.MaxRangeTo} reporting incorrect value

Posted: Sun Jan 04, 2009 4:49 am
by devestator
Everywhere I've tested it, it's reporting the same as ${Target.MaxRange}, MaxRange according to the wiki is the max range for the target to hit you, MaxRangeTo is the max range for you to hit the target.

Playing around with it some today, on one set of mobs it was reporting 75, but the actual max range that I could hit them from was closer to 30.

Posted: Sun Jan 04, 2009 4:52 am
by dont_know_at_all
Class?
Height?
Zone?
Mob?
Mob class?
Mob height?

Posted: Wed Mar 04, 2009 4:30 pm
by NeroMorte
I notice bigger model mobs report wrong MaxRangeTo.

Example im Doin:

/echo ${Math.Calc[${Target.Distance}]} > {Math.Calc[${Target.MaxRangeTo}]}

On Target: Lady Nevederia IN: TOV

Reports: 72.33 > 75.00

And i still cannot hit Dragon, The Real Max Range is 59 is where i can hit him.

if anyone has any idea how to maybe fix this let me know please it's bugging me real bad.

If more data is needed let me know what yea need.

Posted: Wed Mar 04, 2009 7:59 pm
by dont_know_at_all
We use a routine called get_melee_range() which is inside eqgame and is what the client uses to determine melee range. It looks right to me.

Are you doing anything special?

Posted: Wed Mar 04, 2009 8:19 pm
by NeroMorte
I Should probability mention that it's not working on EQEMU.

Thats where the problems are.

Was hoping i can Fix the Source Code to get it working, just not sure what to fix.

I think maybe #define __get_melee_range 0x46595A

opcode might be off alittle bit

Posted: Wed Mar 04, 2009 8:45 pm
by dont_know_at_all
Make up your own values.

Posted: Wed Mar 04, 2009 8:59 pm
by di28889
NeroMorte wrote:I Should probability mention that it's not working on EQEMU.

Thats where the problems are.

Was hoping i can Fix the Source Code to get it working, just not sure what to fix.

I think maybe #define __get_melee_range 0x46595A

opcode might be off alittle bit
EQEMU's not supported here sorry, only live non test

Posted: Wed Mar 04, 2009 10:38 pm
by Tangeleno
I tend to have this problem on live with quite a few mobs, to fix it I just half the value it returns.