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Bot stop in town after hours of playing....

beefidus

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Joined
Oct 31, 2012
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HI, the bot stop and stay in town after some hours of playing, the log file is huge cause the error is spamming in it, so i past it here:

Exception during bot tick.System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à Zeta.Bot.Logic.OrderBot.(Object )
à Zeta.TreeSharp.Decorator.CanRun(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Common.HookExecutor.Run(Object context)
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Bot.BotMain.()


Any ideas ?
 
View attachment 3960 2014-11-13 09.44.zip

The bot works like a charm for 1 or 2 hours, then stay in town, remaking game, staying in town etc without open a rift again...

if that can help, after 10 mins of running, still running fine but those errors lines:
[Trinity][Performance] Execution of Navigator.MoveTo took 1902.27ms.
[Trinity][Performance] Execution of HandleTarget.HandleBasicMovement took 1912.33ms.
[Trinity][Performance] Execution of HandleTarget took 1972.09ms.
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à Trinity.ItemEvents.TrinityOnItemStashed(Object sender, ItemEventArgs e) dans c:\Users\Fidus\Desktop\DDMMM\Plugins\Trinity\Items\ItemEvents.cs:ligne 11
à Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )
 
Last edited:
remove Kadala and let me know plz
 
no changes, i deleted all, re installed all, and now it works....
 
nop, but still red lines, a lot like those in the attachement and some like thoses too:
à System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
à System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
à Trinity.TownRun.<TownRunCoroutineWrapper>d__4.MoveNext() dans c:\Users\Fidus\Desktop\DM\Plugins\Trinity\DbProvider\TownRun.cs:ligne 251
--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---
à System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
à Zeta.Bot.ActionRunCoroutine....()
--- Fin de la trace de la pile d'exception interne ---
à Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
à Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
à Buddy.Coroutines.Coroutine.Resume()
à Zeta.Bot.ActionRunCoroutine.Run(Object context)
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Common.HookExecutor.Run(Object context)
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Bot.BotMain.()


but its fine, no crashes scince a long :) if you know where the reds lines come maybe i can fix this, but its ok like this, tyvm for your time dude
 
damn, worked like a charm for hours, then this morning, my char was stucked act1 near the exit of city.... I dont understand why it doesnt restart a game, the char is rumbling in town, trying to go in a wall.. there is the log file, ty in advance for ure time:View attachment 4720 2014-11-15 23.41.zip
 
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