wired420
Active Member
- Joined
- Mar 13, 2010
- Messages
- 684
- Reaction score
- 29
So people with HB have been telling me its just my CC doing this.....
It will eventually freeze up and just spam
Over and over and over. The bot completely freezes up unless another target walks closer....
Now in the last couple mins I've seen people complain in chat about other CC's doing this.
Including both of Mord's and the other person bitched and left before I could ask what CC they were using earlier this morning.
I've gotten it to throw two exceptions with adding a ton of error checking.....
Line 82:
attackPoint
And
People keep telling me its my CC. But its doing it in other peoples CC's too. There doesn't seem to be any rhyme or reason as to when it does it.
It did NOT do this in previous versions of HB and I've changed absolutely zero in my movement code and have no targeting code....... So this is OBVIOUSLY something thats been messed with in the HB code.
When this happens there are normally no errors thrown... (I had to add try/catch and activate more exception reporting with some Styx.* = True; settings to get this to even throw errors).
When it happens. The bot just stands there, doesn't move, will only break this loop if something hits you, or something moves closer in the target list than what you currently have targeted.
Edit: Thought it might be worth mentioning I've seen it throw that Nav error a LOT everywhere that a movement is calculated.
Code:
[6:53:36 AM:608] NeedToMoveToTarget?
[6:53:36 AM:615] Do NeedToMoveToTarget
[6:53:36 AM:618] move to the target started
[6:53:36 AM:757] NeedToMoveToTarget?
[6:53:36 AM:779] Do NeedToMoveToTarget
[6:53:36 AM:785] move to the target started
[6:53:36 AM:922] NeedToMoveToTarget?
It will eventually freeze up and just spam
Code:
[6:53:36 AM:922] NeedToMoveToTarget?
Over and over and over. The bot completely freezes up unless another target walks closer....
Now in the last couple mins I've seen people complain in chat about other CC's doing this.
Including both of Mord's and the other person bitched and left before I could ask what CC they were using earlier this morning.
I've gotten it to throw two exceptions with adding a ton of error checking.....
Code:
Exception Caught: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ---> SmartAssembly.SmartExceptionsCore.UnhandledException: SmartExceptionsCore.UnhandledException @ 838, offset:281 ---> SmartAssembly.SmartExceptionsCore.UnhandledException: SmartExceptionsCore.UnhandledException @ 884, offset:176 ---> SmartAssembly.SmartExceptionsCore.UnhandledException: SmartExceptionsCore.UnhandledException @ 2347, offset:11
--- End of inner exception stack trace ---
--- End of inner exception stack trace ---
--- End of inner exception stack trace ---
at dtNavMesh.findPath(dtNavMesh* , UInt32 startRef, UInt32 endRef, Single* startPos, Single* endPos, dtQueryFilter* filter, IntPtr loadTileFunc, UInt32* path, Int32 maxPathSize)
at Tripper.RecastManaged.Detour.NavMesh.FindPath(PolygonReference startRef, PolygonReference endRef, Vector3 startPos, Vector3 endPos, QueryFilter filter, Int32 maxPathSize)
at (Object , PolygonReference , PolygonReference , Vector3 , Vector3 , QueryFilter , Int32 )
at Tripper.Navigation.Navigator.GeneratePath(Vector3 start, Vector3 end, QueryFilter filter, Int32 maxLength, StraightPathFlags[]& pathFlags, PolygonReference[]& straightPolys)
at Tripper.Navigation.PathFollowing.TripperNav.MoveTowards(Vector3 point)
at Styx.Logic.Pathing.Navigator.MoveTo(WoWPoint destination)
at Shadowstrike.Rogue.Combat() in d:\Buddy Files\WoW 3.3.5a\HB 1.9.5.5[STABLE]\CustomClasses\Shadowstrike2\Combat.cs:line 82
Line 82:
Code:
Navigator.MoveTo(attackPoint);
attackPoint
Code:
WoWPoint attackPointBuffer;
WoWPoint attackPoint
{
get
{
if (Me.GotTarget)
{
attackPointBuffer = WoWMovement.CalculatePointFrom(Me.CurrentTarget.Location, 1.0f);
return attackPointBuffer;
}
else
{
WoWPoint noSpot = new WoWPoint();
return noSpot;
}
}
}
And
Code:
Exception has been thrown by the target of an invocation. - From: mscorlib at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at (Object , Object[] )
at Styx.Logic.Targeting.(Delegate e, Object[] args)Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
People keep telling me its my CC. But its doing it in other peoples CC's too. There doesn't seem to be any rhyme or reason as to when it does it.
It did NOT do this in previous versions of HB and I've changed absolutely zero in my movement code and have no targeting code....... So this is OBVIOUSLY something thats been messed with in the HB code.
When this happens there are normally no errors thrown... (I had to add try/catch and activate more exception reporting with some Styx.* = True; settings to get this to even throw errors).
When it happens. The bot just stands there, doesn't move, will only break this loop if something hits you, or something moves closer in the target list than what you currently have targeted.
Edit: Thought it might be worth mentioning I've seen it throw that Nav error a LOT everywhere that a movement is calculated.
Last edited: