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Bot leaves game buyt why?

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Slimdiggy

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Joined
Aug 29, 2015
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Bot leaves to party menu then returns or sometimes does not...

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Game.Internals.PlayerDataManager.‬‏‍‌‎‍‫‬‍‌‭‎‫‭‬‎‏‪‎‫‮‮()
at Zeta.Game.Internals.DynamicPointer`1.get_Value()
at Zeta.Game.Internals.PlayerDataManager.get_ActivePlayerData()
at Zeta.Bot.GameStats.‬‭‌‫‮‍‌‮‎‪‍‎‭‎‎‮‍‭‪‌‏‬‏‮‭‮(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at Zeta.Bot.Pulsator.‪‮‎‏‫‮‪‎‪‎‭‌‫‍‮‫‏‭‍‌‭‎‏‭‭‮(Delegate , Object[] )
[Trinity 2.6.447] Resetting ActorCache
[AutoFollow.Coroutines][<JoinGameInProgress>d__7] We're in party, leader already in game, joining game!
[AutoFollow.Events][ChangeMonitor] Last World Id=288454 LastWorldPosition=<975.1697, 847.5009, 0.1>
Joined a game!
[AutoFollow.Events][ChangeMonitor] Profile Loaded: AutoFollow Combat
Loaded profile AutoFollow Combat
Game joined, Resetting profile caches
[Trinity 2.6.447] Resetting ActorCache
[AutoFollow.Coroutines][<TeleportToPlayer>d__17] Teleporting to player 98362074 SameGame=True SameWorld=False


I dont know if that text helps but i cant track down the problem.
 
Same computer different bot leaves game and reenters.



System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000318, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.‎‮‮‬‭‌‮‭‮‫‬‫‪‍‌‬‬‭‬‮[](Int32 , & )
at Zeta.Game.Internals.FastAttribGroupsEntry.‭‬‍‭‫‪‍‪‎‫‏‫‎‬‎‪‍‮‬‎‮‏‮‌‭‮[](Int32 , ACD )
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute, Int32 parameter)
at Zeta.Game.Internals.Actors.ACD.‫‫‫‬‍‎‏‏‏‏‫‫‮‏‏‮()
at Zeta.Game.PerFrameCachedValue`1.get_Value()
at Zeta.Game.Internals.Actors.ACD.get_Level()
at Zeta.Bot.GameStats.‬‭‌‫‮‍‌‮‎‪‍‎‭‎‎‮‍‭‪‌‏‬‏‮‭‮(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at Zeta.Bot.Pulsator.‪‮‎‏‫‮‪‎‪‎‭‌‫‍‮‫‏‭‍‌‭‎‏‭‭‮(Delegate , Object[] )
System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Game.Internals.PlayerDataManager.‬‏‍‌‎‍‫‬‍‌‭‎‫‭‬‎‏‪‎‫‮‮()
at Zeta.Game.Internals.DynamicPointer`1.get_Value()
at Zeta.Game.Internals.PlayerDataManager.get_ActivePlayerData()
at Trinity.Modules.InventoryCache.Update() in C:\Users\deez\Desktop\DB\Plugins\Trinity\Modules\InventoryCache.cs:line 45
at Trinity.Modules.InventoryCache.<.ctor>b__0_1(Object sender, EventArgs args) in C:\Users\deez\Desktop\DB\Plugins\Trinity\Modules\InventoryCache.cs:line 22
at Zeta.Bot.GameEvents.‪‮‎‏‫‮‪‎‪‎‭‌‫‍‮‫‏‭‍‌‭‎‏‭‭‮[](EventHandler`1 , Object , )
Exception during bot tick.System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Game.Internals.Actors.DiaActivePlayer.CanUseTownPortal(String& reason)
at Zeta.Bot.Logic.BrainBehavior.get_ShouldVendor()
at Zeta.Bot.Logic.BrainBehavior.‮‪‫‫‭‮‪‎‏‫‬‫‏‏‪‍‬‬‫‍‍‬‮.‍‏‮‎‏‮‌‌‭‪‬‍‎‏‎‭‭‌‏‏‎‬‮(Object )
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator.rZAm\.=^2\&?\*e4gz\,T\[NfFxX$$.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.y(e74MIespdSdQT!=B\[b9\*lu".MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action.Kj/|!0N\\t^v2=4!D1eO\.#>2%#.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.y(e74MIespdSdQT!=B\[b9\*lu".MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.‍‬‌‏‏‏‍‏‭‭‬‌‭‫‬‭‪‮‮‏‫‏‫‪‮‪‮()

[YetAnotherRelogger] Crash Exception detected
[AutoFollow.Coroutines][<JoinGameInProgress>d__7] We're in party, leader already in game, joining game!
Exception during bot tick.Buddy.Coroutines
 
I disabled anti aliasing. I also made sure the bot had an active skill assigned to each skill number. Im not sure if im doing science but so far when ti crashes it always restarts and joins thr group.
 
upload the full log as attachment
 
Hi Tony! Thank you for requesting a log to investigate but i have managed to get things in order. I have actually never seen it work so well as a group. Very nice!
 
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