<ExploreArea questId="1" stepId="1" boxTolerance="0.65" boxSize="15" until="ObjectFound" actorId="225195" />
<!--AWTrinityExploreDungeon questId="1" stepId="2" until="ObjectFound" objectDistance="150" actorId="225195" boxTolerance="0.65" boxSize="15" pathPrecision="40" ignoreMarkers="false">
<PrioritizeScenes>
<PriorityScene sceneName="Exit" />
</PrioritizeScenes>
<IgnoreScenes>
<IgnoreScene sceneName="_N_" />
<IgnoreScene sceneName="_S_" />
<IgnoreScene sceneName="_E_" />
<IgnoreScene sceneName="_W_" />
</IgnoreScenes>
</AWTrinityExploreDungeon-->
[Trinity] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Navigation.MainGridProvider...ctor(Scene scene)
at Zeta.Bot.Navigation.MainGridProvider.()
at Zeta.Bot.Navigation.MainGridProvider.Update()
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Trinity.DbProvider.PlayerMover.NavigateTo(Vector3 moveTarget, String destinationName)
2014-04-10 15:51:25,704 [Main Bot Thread] ERROR BotMain (null) - Exception when terminating bot thread.
System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Navigation.MainGridProvider...ctor(Scene scene)
at Zeta.Bot.Navigation.MainGridProvider.()
at Zeta.Bot.Navigation.MainGridProvider.Update()
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Profile.Common.ExploreAreaTag.(Object )
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
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..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
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..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
latest beta crashes for me as well
yes, with fresh install, no not pirated (of course)
Development Team
I am having Town Portal freezing problem ever since I installed ROS.
It happens various areas when character try to go to town using town portal.
Log shows like this
[Trinity] TrinityTownPortal started - clearing area, waitTime=2500, startHealth=642323
[Trinity] Town Portal Timer Finished.
Then, Game freezes.
Is there a way to increase that Town Portal Timer? or some fix?
Log still fills up with "[Trinity][Performance] Execution of the block" errors. Don't know what to do about it.![]()
IS A Trinity issue. Trinity is Supplyed with the bot but is 3RD PARTY created by the ONE AND ONLY Rrrix[Trinity][Performance] Execution of the block NavigateTo took 309.69ms.
I downloaded Beta .384
is this a typo or a new update with patch notes yet to be posted online ?
ALL Errors that say this IS A Trinity issue. Trinity is Supplyed with the bot but is 3RD PARTY created by the ONE AND ONLY Rrrix
And should be posted in the TRINITY sub forum. And its just something that tells Rrixx WHERE Trinity lags so he can tighten things up. No big deal.