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Posted: Sun Oct 24, 2004 10:33 pm
by episix
Jerle i know your busy, but would it be possible to make it so if you start attacking from the front, instead of strifing all teh way around it runs into the mob and when it gets behind, turns and then strikes?
Just throwing out an idea

Posted: Sun Oct 24, 2004 11:56 pm
by Knight
Jerle i know your busy, but would it be possible to make it so if you start attacking from the front, instead of strifing all teh way around it runs into the mob and when it gets behind, turns and then strikes?
He just answered that question a few posts before yours. For a rogue, you're better off opening with a strike (more DPS, and of course, flashier). It doesn't take that long to strafe behind a mob (certainly not enough that the majority here would want to give up the strike first) and in the times that it does (large mobs) you can strafe yourself around and it will start attacking.
Posted: Mon Oct 25, 2004 9:40 am
by episix
For a rogue, you're better off opening with a strike
I never said anything about not opening with a strike, its just when you start running to a mob to attack it and your facing the mob, its looks kinda strage when you strife all the way around to get behind, was just thinking it would look more natural to run stright into the mob, turn around and then strike.
As I said was just throwing around an idea.
Posted: Mon Oct 25, 2004 3:32 pm
by Jerle69
episix:
I'm confused. If you open with a strike (which is the chosen/default mode by which RH engages a new enemy), it necessarily must maneuver behind the target before attacking. Turning on attack before the initial backstab negates the strike. The approach angle to target is determined by MQ2MoveUtils, if you're using that plugin and it very closely matches how a real human would seek the target's rear.
Personally, I think running straight at a target's centerpoint, rotating so your heading vectors match, and backing up a few steps is the MOST efficient way of getting into position--unfortunatelly it's totally inhuman looking and I've never seen a rogue really fight this way.
...
Posted: Mon Oct 25, 2004 3:56 pm
by Japas
I've seen some fairly slow circle straifs on initial attack occur, so I see what Episix is talking about. I use MU as well, and closeness is usually set at 70 or less, but still on some mobs in WoS for example, my rogue will practically tippy toe around the outside cirlce for a few long seconds before striking. As far as dps is concerned, I dont mind this and am content to wait for the Strike. But it does look a little odd. Also, I guess its personal preference, but I actually do usually run straight behind a mob and do a 180.
On the subject of Closeness, I have had small problems with mobs in the same zone having greatly different max-melee boxes. I'd be interested in seeing a 'Dynamic Closeness' routine if its possible. Years of raiding have more or less burned the words Max Melee into my brain, and I get nervous when I'm right up on something's ass when I dont have to be.
Other than these concerns, I'd quit the damn game if not for this excellent macro, thanks.
Posted: Mon Oct 25, 2004 6:31 pm
by Jerle69
Dynclose is already written and in the upcoming version.

Posted: Mon Oct 25, 2004 7:01 pm
by MeGoober
Help? The hud looks like it wants to work..but no data! I have gone over it several times, not sure what to do now.
RH.mac:
Code: Select all
#Event StatInfo "[MQ2] -------=======(Current Status)=======--------"
#include RHBackstab.inc
#include DPS.inc
Sub Main
DPS.inc:
Code: Select all
#Event InitDPS "[MQ2] Loading Includes..."
#Event DPS "You #1# #2# for #3# points of damage."
#Event DPSnm "#1# hit #2# for #3# points of non-melee damage."
Sub Event_InitDPS
/declare DPS_bDPSLoaded bool outer TRUE
}
...
/RETURN
RHBackStab.inc:
Code: Select all
#Event InitRHBackStab "[MQ2] Loading Includes..."
#Event TogBSAnnounce "[MQ2] BSAnnounce#*#"
#Event SetBSNotifier "[MQ2] BSNotifier#*#"
#Event TogBSTrack "[MQ2] BSTrack#*#"
#Event BackStab "You backstab #1# for #2# points of damage."
Sub Event_InitRHBackStab
/declare BSAnnounce bool outer TRUE
...
/IF (${iBSCount} == 1) {
/varset sMSG You Backstab for ${iBSTotal}
} else /IF (${iBSCount} == 2) {
/varset sMSG You Double Backstab for ${iBSTotal}
} else /IF (${iBSCount} == 3) {
/varset sMSG You Triple Backstab for ${iBSTotal}
}
...
I cant attach the gifs I made but they show expected info sans data.

*duck*
Posted: Mon Oct 25, 2004 11:59 pm
by GD
RH.mac
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Jerle's Rogue Helper Macro (v${rhversion}) Starting...
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Loading Includes...
/echo Use "/rhhelp" to display help information
/echo -------=======(Current Status)=======--------
Posted: Tue Oct 26, 2004 3:43 am
by MeGoober
RH.mac
Quote:
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Jerle's Rogue Helper Macro (v${rhversion}) Starting...
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Loading Includes...
/echo Use "/rhhelp" to display help information
/echo -------=======(Current Status
I got that...I just didn't include it since it's only an echo and doesn't execute anything (or does it?). BUT...I now have hud dps running. I loaded mq2dps to see if it would work and the HUD started working?! I had to take the version at the back of the threads to compile mq2dps correctly but it only parses me. It has the wrong mob data and no extra window. On top of which, now I can not parse the RH commands again. Time to remove mq2dps and hope the rh commands come back.
The hud statistics and the yellow markers at the top (named indicators?) do not show up.
Posted: Tue Oct 26, 2004 9:38 am
by episix
#Event InitDPS "[MQ2] Loading Includes..."
#Event DPS "You #1# #2# for #3# points of damage."
#Event DPSnm "#1# hit #2# for #3# points of non-melee damage."
Sub Event_InitDPS
/declare DPS_bDPSLoaded bool outer TRUE
}
...
/RETURN
without the echo it wouldnt see the bold text above. So yes, it does matter.[/b]
Posted: Tue Oct 26, 2004 10:44 am
by Jerle69
All:
Looks like BuildDate was forgotten about. I'll rip out the alias optimization code until it's in the MQ2 baseline, and release 6.0 today after lunch some time.
Posted: Tue Oct 26, 2004 5:15 pm
by Jerle69
Well, v6.0 is up there now for you guys. I ripped out the optimization checks so it'll load up slow now (until the BuildDate TLO goes in) but at least it won't stop working :)
Here's the v6.0 changelog:
Code: Select all
v6.0 -10/26/04 - Put in a temporary jump over the version check until the new BuildDate
object is in MQ2. Next version will include both this version check
again, as well as MQ2 version check.
-10/23/04 - Added casting checks to evade and backstab (would spam if you manually
used a click item during combat).
- Changed the chicken timer values (less spam, same capability now).
- Revamped leashing so that it's far smoother (it's now an interruptable
"thread").
- Found another target animation code (110) for Omens of War mezzed mobs
and enhanced Flebbit's mez-check code further.
- Enhanced optional disc code to not fire unless you were fighting and
your target has at least 50% of it's health, also corrected timers.
- Added a random element to the assist timer so it behaves more like
a human smashing a hotkey instead of a computer doing it.
- Fixed a range-check bug in the /endfloor command set event; only affected
improper range input checking.
-10/22/04 - Added /dynclose command. This command will toggle real-time closeness
adjustments as follows: if you get a "too far away" message, RH temporarily
reduces the closeness until it's in range (max 20% reduction once every two
seconds). Closeness value is reset to the desired level after each fight.
- Ripped out faulty cascading assist code. Now RH will check each assist, in
order, when autoassisting and set the MA to the first assist that is actively
seeking a target. Assist priority is reset with each new fight.
-10/17/04 - Added /verbosity and /channel commands. Verbosity settings allow you to
filter RH messages by importance: 2 represents informational messages, 1
are critical status changes in RH and 0 gags everything. Channel can be
set to echo (default) or anything else, like 1, 2, 3, guild, say, shout;
don't be stupid. See manual for command details.
-10/16/04 - Added a check for mounts in the sticking routines (forces dismount if sticking).
-10/15/04 - Added Flebbit's code for checking range betwee MA and target before engaging.
- Added Flebbit's code for checking target mez before engaging.
- Added Flebbit's code for checking sneak before hide (stop doublehiding)
- Changed aggro detection code to work with mobs that don't just "hit" you.
- Changed sticking code to continue to STICK when rogue has aggro, but to stop
trying to get behind it. No reason not to stick while tanking!
Look at the HTML docs for info on the new commands: /verbosity, /channel, and /dynclose.
ENJOY!
Posted: Tue Oct 26, 2004 7:49 pm
by Cr4zyb4rd
Jerle, I'm sure I'm a big asshole for saying this...but you're making a mighty big deal about this whole version thing, when it really only effects people dumb enough to overwrite an INI file.. it's not as though the source gets patched every day, or that there aren't at least a dozen different ways to resolve the problem (which doesn't lie in your macro and never did to start with) quite a few of which have already been mentioned in this thread.
Posted: Tue Oct 26, 2004 8:07 pm
by Leif
Small error in RH 6.0
Code: Select all
/if (${Ini[RHSettings.ini,General,DynamicCloseness].NotEqual[NULL]}) /varset dynclose ${Ini[RHSettings.ini,General,DynamicCloseness]}
Needs to be changed to
Code: Select all
/if (${Ini[RHSettings.ini,General,DynamicCloseness].NotEqual[NULL]}) /varset doDynclose ${Ini[RHSettings.ini,General,DynamicCloseness]}
just dynclose to doDynclose.
Posted: Tue Oct 26, 2004 10:13 pm
by Random()
Sigh, yet another monk conversion to do
GJ Jerle.