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Posted: Thu Jun 03, 2004 3:10 pm
by geostone
again thanks much. nice to have help it is greatly apprecieated.
Posted: Thu Jun 03, 2004 3:52 pm
by Mandrake
Try recompiling on the latest zip... I belive the bug that was causing that is fixed.
Posted: Thu Jun 03, 2004 11:59 pm
by Mister Peepers
You might be having a problem because when declaring the arrays it reads from the ini it checks the zone name and uses that section of the ini file. If your not in the same zone as the name in the ini file then it won't declare the array. This is how to make it so that the ini files are read no matter what zone they are in, and makes them generic.
Find This Code
Code: Select all
/call ReadINI HunterMob.ini "${Zone.Name}"
/call ReadINI HunterLoot.ini "${Zone.Name}"
Change To This
Code: Select all
/call ReadINI HunterMob.ini "Mob"
/call ReadINI HunterLoot.ini "Loot"
Then go into your two ini files and change whats between the [] so it reads [Mob] and [Loot]
That should do it.
If you do that then you could also move them to one ini file by just making one ini file called Hunter.ini and changing HunterMob.ini and HunterLoot.ini to just Hunter.ini
:)
Posted: Fri Jun 04, 2004 7:07 am
by Exekute
Ok, so I cut and paste the three files into my macros folder. They are named correctly. I head to the feerrott because I want to make sure it's not my fault (naming the zone/mobs/loot incorrectly). And after doing a /macro Hunter I get the
"Mob Array Creation Error, ending macro..."
Using /echo's I discovered this...
/if (!${nValues}) /return
was the line causing troubles. I am on my summer break, so I refuse to figure out/fix this code on my own
I hope this helps someone else out as well.
EDIT: Ok, so I break my rule, and start messing around with it, and it turns out if you change
/declare nValues int local 1
to...
/declare nValues int local 2
then it will start reading in the mob and loot files, only problem is it wont target the mobs.
EDIT: So I only wanted spiderling silks anyways, I just hardcoded it to /target spider Works well enough for me. But there might be some people that are having the same problem as me, but do want to kill more than one kind of mob. So someone that knows what their doing take a look at it.

read before typing
Posted: Fri Jun 04, 2004 8:40 am
by nosaj969
Exekute: Did you happen to read any of the post before this one? I would have to say No, because if you did you would see that about 5 or so post before yours someone had the same problem and the 5 post after theirs all deal with ways to fix it.
nosaj969
Posted: Sat Jun 05, 2004 5:09 am
by Exekute
and those posts were all ghetto ways of fixing it, or didn't fix my problem, I did read them, and none of them fit what I wanted. I found something no one else had mentioned in hopes that it might ring a bell with someone.
- The [Mob] [Loot] doesn't allow you to define different items for different zones.
- I didn't want to hardcode the mobs and loot (like you suggested nosa) for the same reason (not to mention it's not very ellegant).
- Like I said, I made sure they were in the correct folder.
- There were only two posts regarding my error, one was because the guy placed the .ini files in the wrong folder, and the second was where the three solutions above came from.
Ok, so nosaj969's ideas aren't quite what I'm looking for. I was wondering if anyone else could HELP with the situation, instead of going off on me.
Posted: Sat Jun 05, 2004 9:53 am
by Mister Peepers
Ok, I might have found the problem but then again I might not have. Heres the stab at it.
Try chaning this to:
Let me know if this fixes it
Posted: Mon Jun 07, 2004 12:26 am
by Kore
I've been working with this macro for the last 6 hours and I keep having the same problem of which I cannot fix - i've read and reread all messages in this thread.
My problem is this: when ever i try to add a mob to huntermob.ini and run the macro, all it does is sit there and cycle through range 100 to range 3000 in incriments of 100 while the mobs i want to hunt just crawl right past me.
I've tried many many different possible mob names for the same mob (IE: A Snake, A snake, a snake, a Snake, Snake, snake, a_snake, etc ect) and nothing seems to work - i made damn sure the syntax and spelling were correct (and they are) yet the macro still refuses to hunt mobs that i want it to hunt/programed to hunt.
The kicker is: Every time i run the program in zones that are listed in the example huntermob.ini, it successfully works.
Wtf is going on?
Thanks!
Posted: Mon Jun 07, 2004 12:55 am
by Kore
Nm, fixed my problem - yes i'm a noob... yes, i'll go sit in the corner with my Dunce hat on.
Posted: Mon Jun 07, 2004 1:43 am
by jaboo
I think you should share with us how you have gotten this macro to work. I have been working on it myself for a couple hours. Still can't seem to fix that mob array error. Please let us all know as that would be greatly appriciated.
thx
J Boo
...
Posted: Mon Jun 07, 2004 4:01 pm
by robdawg
UPDATED
Fixed the INI reading issue and added a squelch command to the targeting so you dont get spammed.
ENJOY!
Posted: Tue Jun 08, 2004 4:34 pm
by wrangler
works like a champ!
the anti-KS and mob add code work great also
now just have to figure out how to make it check buffs
thanks
Posted: Tue Jun 08, 2004 11:28 pm
by Thornado
The lazy approach to buffing is actually really easy. First include from the snippet forum spellcast.inc Then just add a sub with a couple lines like this
Code: Select all
/if (${Bool[${Me.Buff["Buff Name"]}]}==FALSE) /call Cast "Buff Name" gem7
Its simple checks if you have the buff up if not cast the buff and I even have it set to mem the spell if its not memed works very well. Sure setting up a seperate ini file is more flexable but this works great and is really easy.
Posted: Wed Jun 09, 2004 2:47 pm
by Exekute
Robdawg, I love you! Your update rocked my socks! Works perfectly now, well sorta. I still wake up in the morning to find I've drowned in the middle of the twilight sea (while hunting elementals that only spawn on one island). I tried to add a little snippet of code like, /if (${Target.Wet}) /goto :beeploop
so that if he goes in the water it'll beep a bunch, and wake me up, but I was never woken up. I think this means that it got stuck in a part of the code, so it wasn't able to read my code. I know it's bad to macro unattended, but I didn't have time to watch it... I will tonight tho.
BTW! I had to update this code so that I could use it for my mage. I changed it to autocast Burnout whenever it drops on pet. I also made it so I no longer try and melee the mob, I go up to 50ft, and have my pet attack. This change also prompted a change in the loot process. I added some code so that you will run up to the corpse after it's dead, but before you loot it. If my mage weren't low level I'd also add an event to keep a damage shield up (but not enough mana regen yet). I'd post this code, but I don't want people stealing my camping grounds : ) If you're interested send me a PM.
Posted: Thu Jun 10, 2004 1:58 pm
by robdawg
Exekute wrote:Robdawg, I love you! Your update rocked my socks! Works perfectly now, well sorta. I still wake up in the morning to find I've drowned in the middle of the twilight sea (while hunting elementals that only spawn on one island). I tried to add a little snippet of code like, /if (${Target.Wet}) /goto :beeploop
so that if he goes in the water it'll beep a bunch, and wake me up, but I was never woken up. I think this means that it got stuck in a part of the code, so it wasn't able to read my code. I know it's bad to macro unattended, but I didn't have time to watch it... I will tonight tho.
Yeah I died once using this in water... I think I might be able to fix this with an anchor point. I have another update coming that uses spawn id's instead of cross zone targeting. Furthermore, I am going to use the starting X,Y of the macro as a reset point. So if you do go into water it will reset you. Will also reset you if anything else goes heywire.