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whats going on here? i got everything updated mq2nav and kissassist. Ive tried the settings in the mqnav UI. Ive built mesh for the zone "scorched woods"
When I crash with an MQ2Nav issue as of late it comes up with an Abort retry blah message and nothing else. If I click abort it crashes the game and no crash log is offered. I haven't tried anything other than abort. I've got a screen shot of the error I get if you need it.
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Honestly, I am thinking this has to do with my zone being TBM - CodecayB and MQ2 Nav not realizing there is TWO CodecayB zones. One from Planes of Power, one from The Broken Mirror. I think it's getting confused and sending a hiccup here. It's just my intuition though. Could be kissassist hiccuping on this part too. One of you guys will probably actually need to go to this zone and test it out to see what's wrong rather than relying on my personal experience.
Heh, I just posted in the forums on that other website - took me a bit to figure out the new commands!
anyways, any luck on the doors problem? tbh the only reason I use the other site is for the toggle doors - which kind of sucks to pay a 2nd sub just for that tiny detail.
So KA is pulling with Mq2Nav but its giving me some weird text. Maskoi , brainiac , any ideas? It still pulls it just throws that between pulls.
Edit: This is in the burning woods.
KA 9.2.3
Latest mq2Nav from github
View attachment 11554
Stumbled on a crash with MQ2Nav:
If you are in the process of pathing to a NPC or Location (following the line) and use the /exit command it will exit you out of the game properly. However, when you log back in and try to use /nav again it will cause the client to crash. The only way to get around this is to log in, then exit the game again and relog back in a 2nd time. It almost seems that if you exit the game while pathing, there is something getting stuck in the memory of the plugin that isn't being released properly.
Have been able to reproduce this 100% without fail.
First pass at door support added in 1.2.0, check first page for change long and link to latest version. Let me know how it works.
This can be caused if you use the ctrl + alt + <num> hotkeys, or if you switch windows while holding ctrl down. Anything that direct inputs movement can exhibit this behavior.
Oh, that sounds like a problem associated with KA or an associated plugin (ie, MQ2MoveUtils). One thing I've noticed is that if you type anything into a chat window while you are navigating, it doesn't stop. Perhaps KA is causing this behavior?
You should* be fine with getting latest compile, and latest Kiss. The latest compile does not include Kiss so make sure to download it after you update MQ. Nothing else should be needed other than building the mesh files all new.
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| Check for getting stuck on geometry
/if (${Int[${Me.X}]}==${X1} && ${Int[${Me.Y}]}==${Y1}) {
/varcalc StuckCount (${StuckCount})+1
/if (${StuckCount}>=3) {
/if (${Navigation.Active}) /nav stop
/call Stuck
/varset StuckCount 0
}
}
find this code and delete in DoWeMove sub around line 2235 see if that changes anything
Rich (BB code):| Check for getting stuck on geometry /if (${Int[${Me.X}]}==${X1} && ${Int[${Me.Y}]}==${Y1}) { /varcalc StuckCount (${StuckCount})+1 /if (${StuckCount}>=3) { /if (${Navigation.Active}) /nav stop /call Stuck /varset StuckCount 0 } }
Can you verify which version of KA, MQ, and MQ2NAV you have? There has been a lot of updates to NAV. Recent update to MQ2 to better work with NAV and a fairly recent update to KA. Also the updater last checked will download a version of KA that is 2-3 versions behind. This will help troubleshoot better.
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I don't know how to answer your question as I have been constantly updating each time I go to try a new zone/area/computer. So the answer is different each time you've asked the question because I constantly re-do the basic steps to make sure that isn't the issue.
Although, maybe I should stop updating everything each time I try it... considering the only person I have spoken to who said he got MQ2 nav to work said he *only* updated kissassist and not MQ2nav.
Do you have yours working and have you updated both MQ2Nav and kissassist or just one? Also would anyone mind telling me a few zones they've seen it working in or can confirm it works in?
When MQ updated last it fixed the issues that was causing KA to have the floorZ issues. It also however would of set your KA back to the Jan release I believe? So The latest MQ would of made it so you don't have to edit KA as long as you download the latest you mentioned form the 26(didn't personally look). I also believe the latest MQ has the latest version from MQ2NAV which works better. If you have the latest version of MQ but didn't also download Kiss after updating, that's an issue. If you downloaded the latest MQ and the latest KA then made the change, I feel that could be causing you headaches. The latest of everything should be plug and play. No mods needed to make it work.
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|----------------------------------------------------------|
|
|Riftseekers' Sanctum "Pyrilen Flame & Essence of Discord" Farming Macro
|
|----------------------------------------------------------|
#turbo
|----------------------------
| Include
|----------------------------
#include spell_routines.inc
#include MQ2Cast_Spell_Routines.inc
#define CASTMODE "MQ2Cast"
#Event Summon "You have been summoned!"
|----------------------------
| Declares
|----------------------------
Sub Declares
/declare UseMQ2Nav bool outer TRUE
/declare UseMQ2AdvPath bool outer FALSE
/declare AnchorRadius int outer 25
/declare AggroRadius int outer 100
/declare ZAggroRadius int outer 10
/declare AttackAtDistance int outer 20
/declare MoveStopAt int outer 5
/declare AnchorY string outer ${Me.Y}
/declare AnchorX string outer ${Me.X}
/declare AnchorZ string outer ${Me.Z}
/return
|----------------------------
| Main Sub
|----------------------------
Sub Main
/call Checks
/if (!${Bool[${Plugin[MQ2Nav]}]}) /plugin mq2nav load
/if (!${Bool[${Plugin[MQ2AdvPath]}]}) /plugin mq2advpath load
/call Declares
/call Cauldron
/Call pet
:MainLoop
/if (${Zone.Name.Equal[Wall of Slaughter]}) {
| WoS to MPG
/if (${UseMQ2AdvPath}) /call AdvPathMove "PortintoMPG" "${MoveStopAt}"
}
/if (${Zone.Name.Equal[Muramite Proving Grounds]}) {
| MPG to RSS
/if (${UseMQ2AdvPath}) /call AdvPathMove "MPGtoRiftseekers" "${MoveStopAt}"
}
/if (${Zone.Name.Equal[Riftseekers' Sanctum]}) {
/echo I am in ${Zone}!
/if (${UseMQ2Nav}) /call Move -764 614 2
/if (${UseMQ2AdvPath}) /call AdvPathMove "EntToUpstairsSpot1" "${MoveStopAt}"
/call SetAnchor
/call KillAllNear
| Ground Location #1
/if (${UseMQ2Nav}) /call Move 708 40 -236
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot1ToSpot2" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Ground Location #2
/if (${UseMQ2Nav}) /call Move 479 -178 -236
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot2ToSpot3" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Ground Location #3
/if (${UseMQ2Nav}) /call Move -2 -443 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot3ToSpot4" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Ground Location #4
/if (${UseMQ2Nav}) /call Move -702 -405 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot4ToSpot5" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Ground Location #5
/if (${UseMQ2Nav}) /call Move -482 -180 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot5ToSpot6" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Ground Location #6
/if (${UseMQ2Nav}) /call Move -696 298 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot6ToSpot7" "${MoveStopAt}"
/call SetAnchor
/call KillAllNear
}
| Ground Location #7
/if (${UseMQ2Nav}) /call Move -472 783 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot7ToSpot8" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Ground Location #8
/if (${UseMQ2Nav}) /call Move -4 992 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot8ToSpot9" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Ground Location #9
/if (${UseMQ2Nav}) /call Move 474 775 -235
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot9ToSpot10" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Return to Zone In
/if (${UseMQ2Nav}) /call Move 0 97 -236
/if (${UseMQ2AdvPath}) /call AdvPathMove "GroundSpot11ToEnt" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #1
/if (${UseMQ2Nav}) /call Move 1266 455 -535
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot1ToSpot2" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Basement Location #2
/if (${UseMQ2Nav}) /call Move 1421 1117 -553
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot2ToSpot3" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Basement Location #3
/if (${UseMQ2Nav}) /call Move 1090 1426 -553
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot3ToSpot4" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #4
/if (${UseMQ2Nav}) /call Move 564 1559 -553
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot4ToSpot5" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #5
/if (${UseMQ2Nav}) /call Move 97 1655 -595
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot5ToSpot6" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #6
/if (${UseMQ2Nav}) /call Move -203 1211 -616
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot6ToSpot7" "${MoveStopAt}"
/call SetAnchor
/call KillAllNear
}
| Basement Location #7
/if (${UseMQ2Nav}) /call Move 564 1150 -593
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot7ToSpot8" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #8
/if (${UseMQ2Nav}) /call Move 1041 1045 -535
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot8ToSpot9" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Basement Location #9
/if (${UseMQ2Nav}) /call Move 495 573 -473
/if (${UseMQ2AdvPath}) /call AdvPathMove "BasementSpot9ToSpot10" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Return to Zone In
/if (${UseMQ2Nav}) /call Move 0 97 -236
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot11ToEnt" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
/if (${UseMQ2Nav}) /call Move -764 614 2
/if (${UseMQ2AdvPath}) /call AdvPathMove "EntToUpstairsSpot1" "${MoveStopAt}"
/call SetAnchor
/call KillAllNear
| Upstairs Location #1
/if (${UseMQ2Nav}) /call Move -845 -197 -18
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot1ToSpot2" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Upstairs Location #2
/if (${UseMQ2Nav}) /call Move -1233 188 4
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot2ToSpot3" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
| Upstairs Location #3
/if (${UseMQ2Nav}) /call Move 1165 616 44
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot3ToSpot4" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #4
/if (${UseMQ2Nav}) /call Move -1080 1116 44
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot4ToSpot5" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #5
/if (${UseMQ2Nav}) /call Move -546 1212 64
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot5ToSpot6" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #6
/if (${UseMQ2Nav}) /call Move -100 1328 64
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot6ToSpot7" "${MoveStopAt}"
/call SetAnchor
/call KillAllNear
}
| Upstairs Location #7
/if (${UseMQ2Nav}) /call Move 261 1728 163
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot7ToSpot8" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #8
/if (${UseMQ2Nav}) /call Move 205 263 303
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot8ToSpot9" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #9
/if (${UseMQ2Nav}) /call Move 620 214 303
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot9ToSpot10" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Upstairs Location #10
/if (${UseMQ2Nav}) /call Move -227 233 303
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot10ToSpot11" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
| Return to Zone In
/if (${UseMQ2Nav}) /call Move 0 97 -236
/if (${UseMQ2AdvPath}) /call AdvPathMove "UpstairsSpot11ToEnt" "${MoveStopAt}"
/call SetAnchor
/delay 5
/call KillAllNear
}
/goto :MainLoop
/return
|----------------------------
| "Utility" Subs
|----------------------------
Sub Pet
/echo I am now buffing my pet up
/delay 1s
/pet hold off
/delay 1s
/pet ghold off
/delay 1s
/cast 9
/delay 7s
/cast 10
/delay 7s
/alt act 323
/delay 7s
/alt act 852
/delay 5s
/return
Sub Cauldron
/if (${FindItem[Cauldron of Countless Goods].Timer}) /return
/echo Using Cauldron of Countless Goods. Hopefully I get something good!!
/nomodkey /itemnotify "${FindItem[Cauldron of Countless Goods]}" rightmouseup
/delay 25s
/autoi
/return
|----------------------------
| Movement Subs
|----------------------------
Sub SetAnchor
/varset AnchorX ${Me.X}
/varset AnchorY ${Me.Y}
/varset AnchorZ ${Me.Z}
/return
Sub Move(int X, int Y, int Z, int StopDist)
:LetsRoll
/call Checks
/delay 1
/if (${Navigation.MeshLoaded} && !${Navigation.Active}) /nav ${X} ${Y} ${Z}
/delay 1
/if (${Math.Distance[${X},${Y},${Z}:${Me.X},${Me.Y},${Me.Z}]}<=${StopDist}) /goto :LetsRoll
/if (${Navigation.Active}) /goto :LetsRoll
/return
Sub AdvPathMove(string FileName, int StopDist)
:LetsRoll
/if (${AdvPath.Active} && !${AdvPath.Playing}) /play ${FileName} smart
/delay 1s
/if (${AdvPath.Playing}) /goto :LetsRoll
/return
|----------------------------
| Attack Rotation Subs
|----------------------------
Sub KillAllNear
:FindTarget
/if (${SpawnCount[npc los radius ${AggroRadius} zradius ${ZAggroRadius}]} > 0) {
/if (${AdvPath.Playing}) /nav pause
/echo Mobs Found!
/target id ${NearestSpawn[npc targetable los radius ${AggroRadius} zradius ${ZAggroRadius} noalert 3].ID}
/delay 5s ${Target.ID}
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}<${AggroRadius} && ${Target.LineOfSight}) /goto :LockedOn
/goto :FindTarget
} else {
/return
}
:LockedOn
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}<=${AggroRadius} && !${Me.Combat} && ${Target.Type.Equal[NPC]} && ${Target.Distance} <= 20) /attack on
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}<=${AggroRadius} && ${Me.Combat} && ${Target.Type.Equal[NPC]} && ${Target.Distance} <= 20) /face
/if (${Me.Combat} && ${Me.PctHPs}<70 && ${Me.AltAbilityReady[Elemental Ward]}) /alt act 2060
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}<=${AggroRadius} && !${Me.Pet.Combat} && ${Target.Type.Equal[NPC]} && ${Target.Distance} <= 20) /pet attack
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}<=${AggroRadius} && ${Me.Pet.Combat} && ${Target.Type.Equal[NPC]} && ${Target.Distance} <= 20) /alt act 1371
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}>=20 && ${Target.LineOfSight} && ${Me.SpellReady[Remorseless Servant Rk. II]}) /call CASTMODE "Remorseless Servant Rk. II" gem3 6s
/if (${Target.Type.Equal[NPC]} && ${Target.Distance}>=20 && ${Target.LineOfSight}) /call CASTMODE "Remorseless Servant Rk. II" gem3 6s
/if (${SpawnCount[npc los radius ${AggroRadius} zradius ${ZAggroRadius}]} > 4 && !${Target.ID}) /alt act 1371
/if (${SpawnCount[npc los radius ${AggroRadius} zradius ${ZAggroRadius}]} > 0 && !${Target.ID}) /goto :FindTarget
/if (${SpawnCount[npc los radius ${AggroRadius} zradius ${ZAggroRadius}]} == 0 && !${Target.ID}) /goto :ExitSub
/if (!${Target.Type.Equal[NPC]} || !${Target.ID}) /goto :FindTarget
/goto :LockedOn
:ExitSub
/nav pause
/return
|------------------------------------------------------------|
| Checks Routines
|------------------------------------------------------------|
Sub Checks
/doevents
/call CheckHP
/call CheckMP
/call CheckBuffs
/return
Sub CheckHP
/declare i int local
/for i 1 to ${HealSize}
:SelfHeal
/if (${Me.PctHPs}<=${HealPct}) && ${HealType}.Equal["Self"]) {
/if (${AdvPath.Playing}) /nav stop
/target id ${Me.ID}
/delay 15s ${Target.ID}
/call CASTMODE "${Heal[${i}]}" ${HealGem[${i}]} 15s
/if (${Macro.Return.Equal["CAST_INTERRUPTED"]}) /goto :SelfHeal
/if (!${Macro.Return.Equal["CAST_SUCCESS"]}) /goto :SelfHeal
}
:PetHeal
/if (${Me.Pet.ID} && ${Me.Pet.PctHPs}<=${HealPct}) && ${HealType}.Equal["Pet"]) {
/if (${AdvPath.Playing}) /nav stop
/target id ${Me.Pet.ID}
/delay 15s ${Target.ID}
/call CASTMODE "${Heal[${i}]}" ${HealGem[${i}]} 15s
/if (${Macro.Return.Equal["CAST_INTERRUPTED"]}) /goto :PetHeal
/if (!${Macro.Return.Equal["CAST_SUCCESS"]}) /goto :PetHeal
}
/next i
/if (!${AdvPath.Playing} && ${LastX}) /nav ${LastX} ${LastY} ${LastZ}
/return
Sub CheckMP
:Med_Loop
/if (${Med} && ${Me.Standing} && !${Me.Mount.ID} && ${Me.PctHPs} <= ${MedAt} && !${Me.Combat}) {
/if (${AdvPath.Playing}) /nav stop
/sit
/goto :Med_Loop
}
/if (!${AdvPath.Playing} && ${LastX}) /nav ${LastX} ${LastY} ${LastZ}
/return
Sub CheckBuffs
/declare i int local
/for i 1 to ${BuffSize}
:SelfBuff
/if (!${Me.Buff[${Spell[${Spell[${Buff[${i}]}].ID}].RankName}].ID} && ${BuffType[${i}].Equal[Self]}) {
/call CASTMODE "${Spell[${Spell[${Buff[${i}]}].ID}].RankName}" ${BuffGem[${i}]} 15s
/if (${Macro.Return.Equal["CAST_INTERRUPTED"]}) /goto :SelfBuff
/if (!${Macro.Return.Equal["CAST_SUCCESS"]}) /goto :SelfBuff
}
/if (!${Me.PetBuff[${Spell[${Spell[${Buff[${i}]}].ID}].RankName}].ID} && ${BuffType[${i}].Equal[Pet]}) {
/if (${Me.Pet.ID}) {
:PetBuff
/if (${Me.Pet.ID}!=null && !${Me.PetBuff[${Buff[${i}]}]}) {
/target ${Me.Pet}
/echo Pet needed "${Spell[${Spell[${Buff[${i}]}].ID}].RankName}"
/call CASTMODE "${Buff[${i}]}" ${BuffGem[${i}]} 15s
/if (${Macro.Return.Equal["CAST_INTERRUPTED"]}) /goto :PetBuff
/if (!${Macro.Return.Equal["CAST_SUCCESS"]}) /goto :PetBuff
}
} else {
/echo You dont have a pet! Making one!
:MakePet_Loop
/if (${Me.Pet.ID}==null) {
/echo Summoning your pet with spell: ${PetSummon}
/call CASTMODE "${PetSummon}" gem6 15s
/delay 20
/if (${Macro.Return.Equal["CAST_INTERRUPTED"]}) /goto :MakePet_Loop
/if (!${Macro.Return.Equal["CAST_SUCCESS"]}) /goto :MakePet_Loop
}
}
}
/next i
/return
Sub Event_Summon
/nav stop
/call KillAllNear
/return
Has anyone had any luck with mq2nav in Beasts' Domain? I keep getting the error "Could not locate starting point on navmesh" This zone has a massive amount of geometry outside of the regular zone, and although loading the navmesh in-game everything looks good, I cannot use mq2nav at all, anywhere in the zone. Any suggestions would be greatly appreciated. Have newest version of mq2nav and did exactly as Gohast by re-downloading KISS 9.2.3 after running the updater
Mesh was made for the entire zone and I can see the mesh in game but for some reason it is not pathable
After todays update I am glad to say I have it working in conjunction with kissassist.
It was never displaying the nav path for me before today. Today I am able to see the nav path he follows when pulling & he's running like a champ with no issues.
I must say too, seeing it work I am amazed. Shit's beast. I've never been happier that it was me causing the issue in my whole life cause now that it's working I don't think I will ever do shit without nav again.
I have been toying with MQ2 nav a lot the past week and I fucking love it. I'm going to be sending you a donation soon, brainiac, (Probably start of next month) since this is pretty much a total gamechanger for me. It's giving me flashbacks of how good Vtank worked in Asheron's Call. I do truthfully love it.
Sorry if I came off negatively, truthfully I wasn't putting enough time into figuring out MQ2 nav because I didn't think the results were going to be this good. I expected it to get hung up on doors and stairs and shit, some zones to not work..... When I first started using Mq2 two years ago one of the very first things I tried out was nav and I messed with it for weeks (legitimate 1-2hrs a day for a week or two). Ultimately I decided that it was terrible and was never to be used. You probably saw what I mean before you started working on the project... It constantly got stuck, couldn't open doors, some zones just straight up didn't work. It wasn't viable.
Silly me - to think it couldn't ever be fixed.
I have one recommendation though, for either Maskoi or Brainiac, whomever's lap the job falls into.
1. Something really needs to be done about turning navigation off after you zone. I've seen one person (other than me) in the Guild Lobby and they were backing up/side strafing cause MQ2Nav was still running after they zoned and it was trying to find waypoints in the new zone unsuccessfully. Someone is going to leave their bots on over night, their puller is going to die, posse isn't going to work in the Guild Lobby (since it doesn't by default) and there's going to be a video on the EQ forums about this.... You've given the average player too much power with MQ2 Nav and you're not putting handicaps on their inability to be responsible.
It's just my personal opinion of course but I think it would be bad to have bots going bonkers in a zone as public as Guild Lobby. Especially right now when it seems like Daybreak is gung-ho about suspending people for using 3rd party programs.
Trying to find NAV locations is the function of KA not MQ2NAV. Nav doesn't move you unless it knows where you are and where it needs to go. KA tries to find a spot it can move you from and to the target. /endmac and your toon will stop.
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MQ2Nav does a full stop and reset if the current zone changes.
The behavior you're describing is likely the result of a bad macro driving it.