MQ2Melee Melee Range Query

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Ydiss
Posts: 1193

Re: MQ2Melee Melee Range Query

Post#11 » Mon Mar 11, 2013 5:10 pm

rinze wrote:I have none of the problems you described using mq2melee here on any encounter, but glad you got it working for yourself.

Out of interest, I'm going to try using /killthis with mq2melee. Up until now I've generally stipulated a distance, using /stick, and until very recently didn't have mq2melee loaded. Since having mq2melee running a lot of things seem to be working better than when I was using moveutils exclusively. If it does the job I'll post back.

Cheers .

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yaeger
Posts: 134

Re: MQ2Melee Melee Range Query

Post#12 » Sat Mar 23, 2013 5:50 am

Any luck on getting the ranges to work? I usually run with a lot of melee toons and the rooted mobs give me a lot of problems.

Like some of you posted, my melee toons either get too close to the rooted mob, even though I try to park the tank as close as possible to the center, and die. Or they just stand outside of melee range.

I have 4-5 different engage keys depending on what my tank finds as the attack radius of the mob.

mobsterer
Posts: 34

Re: MQ2Melee Melee Range Query

Post#13 » Sat Mar 23, 2013 10:10 am

what i do at rooted mobs:

1. have the gang park outside of melee range when i engage with tank.
2. do /stick 3 (something very close without tank overshooting and turning the mob)
3. have melee target it and let mq2melee handle the rest

Ydiss
Posts: 1193

Re: MQ2Melee Melee Range Query

Post#14 » Sun Mar 24, 2013 2:38 pm

yaeger wrote:Any luck on getting the ranges to work? I usually run with a lot of melee toons and the rooted mobs give me a lot of problems.

Like some of you posted, my melee toons either get too close to the rooted mob, even though I try to park the tank as close as possible to the center, and die. Or they just stand outside of melee range.

I have 4-5 different engage keys depending on what my tank finds as the attack radius of the mob.

I wrote this, which lets me set four different distances for my melee. Run the macro once for the shortest distance, then run it again within 1.5 seconds to set the next distance and so on up to max distance, then it cycles back to the beginning (it resets after 1.5 seconds).

So I click it four times to attack at 50 range.

Code: Select all

Sub Main
   
   /declare fDistance float global
   /declare n int local

   /if (${fDistance}==0) /varset fDistance 15

   |This macro doesn't need to be run for Ylaz

   /if (${Me.DisplayName.Equal[Ylaz]}) /end

   /stick ${fDistance} behind moveback
   
   /attack on

   |Now cycle through various distances with each run of the macro
   
   /echo ${fDistance}
         
   /if (${fDistance}==15) {

      /varset fDistance 20

   } else /if (${fDistance}==20) {

      /varset fDistance 40

   } else /if (${fDistance}==40) {

      /varset fDistance 50

   } else /if (${fDistance}==50) {

      /varset fDistance 15

   }

   /delay 15

   /varset fDistance 15

/return


It saves hotkeys.

Safiya
Posts: 129

Re: MQ2Melee Melee Range Query

Post#15 » Mon Mar 25, 2013 2:37 am

Thanks for posting that. Will try it out later.

Ydiss
Posts: 1193

Re: MQ2Melee Melee Range Query

Post#16 » Mon Mar 25, 2013 7:02 am

You can delete the /declare n int local line if you do use it, I just didn't get around to deleting it, it's not required. I use similar logic for my nukers, one click performs a DD nuke, two aoe and three lands a rain nuke.

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