Started in using the same spec I was using last night and something went kablooie. Translated in game to long pauses during combat. Went and changed spec's and the same thing is happening (so it isn't just that one spec). Code snippit here: Code: [19:31:10.993 D] Object reference not set to an instance of an object. [19:31:10.994 D] at WingIt.Routines.SorcererLightning.<SorcererLightningCombat>b__4(Object ret) at Buddy.CommonBot.CombatRoutine..(Object ret) at Buddy.BehaviorTree.Decorator.CanRun(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.CommonBot.BotMain.() [19:31:11.401 D] Object reference not set to an instance of an object. [19:31:11.401 D] at WingIt.Routines.SorcererLightning.<SorcererLightningCombat>b__4(Object ret) at Buddy.CommonBot.CombatRoutine..(Object ret) at Buddy.BehaviorTree.Decorator.CanRun(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.CommonBot.BotMain.() Just replace SorcererLightningCombat with SorcererMadnessCombat and you get the same thing with the other spec. Effectively makes the bot "useless" since it just strokes out during combat. Attaching logs as a zip to make it easier.
Weird... Since WingIt hasn't been updated in a few days (that I can tell via the SVN)... But I look forward to the fix.
Do you guys have a fix yet for these issues? I would really like to play my guys some tonight before I sleep.
Morning. I'll be checking this thread periodically throughout the day. I can jump in and test out whatever changes to see if they work whenever. Just let me know. =)
Now that I'm a sniper it doesn't know what to do after I crouch down behind my shield wall. Code: [21:09:50.964 D] Object reference not set to an instance of an object. [21:09:50.964 D] at Buddy.Swtor.Objects.TorObject.() at ..() at ..[T](UInt64 field, HeroType forcedType) at Buddy.Swtor.Objects.TorObject.GetField[T](DomFieldIds field, HeroType forcedType) at Buddy.Swtor.Objects.TorCharacter.get_Health() at Buddy.Swtor.Objects.TorCharacter.get_IsDead() at Buddy.Swtor.Objects.TorNpc.get_IsLootable() at Buddy.CommonBot.DefaultLootTargetingProvider.(TorNpc npc) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection) at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) at Buddy.CommonBot.DefaultLootTargetingProvider.GetObjectsByWeight() at Buddy.CommonBot.Targeting.Pulse() at Buddy.CommonBot.Logic.BrainBehavior.() [21:09:52.597 D] Function GetHealth does not exist. [21:09:52.597 D] at ..[T](Boolean hasReturnValue, String functionName, Object[] args) at Buddy.Swtor.Objects.TorObject.CallScript[T](Boolean hasReturnValue, String function, Object[] args) at Buddy.Swtor.Objects.TorCharacter.get_Health() at Buddy.Swtor.Objects.TorCharacter.get_IsDead() at Buddy.Swtor.Objects.TorNpc.get_IsLootable() at Buddy.CommonBot.DefaultLootTargetingProvider.(TorNpc npc) at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext() at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection) at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) at Buddy.CommonBot.DefaultLootTargetingProvider.GetObjectsByWeight() at Buddy.CommonBot.Targeting.Pulse() at Buddy.CommonBot.Logic.BrainBehavior.() [21:09:55.155 D] Function sysInputLayer_GetCommandByInputEvent does not exist. [21:09:55.155 D] at ..[T](Boolean hasReturnValue, String functionName, Object[] args) at Buddy.Swtor.Objects.TorObject.CallScript[T](Boolean hasReturnValue, String function, Object[] args) at ..(SystemInputEvent inputEvent, Boolean down) at Buddy.Swtor.Input.Move(MovementDirection direction, Boolean stop) at Buddy.Navigation.DefaultMovementProvider.StopMovement() at Buddy.CommonBot.Profile.Quest.PickupQuestTag.(Object ret) at Buddy.BehaviorTree.Action.RunAction(Object context) at Buddy.BehaviorTree.Action..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Sequence..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.Common.HookExecutor.Run(Object context) at Buddy.BehaviorTree.Action.RunAction(Object context) at Buddy.BehaviorTree.Action..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.Common.HookExecutor.Run(Object context) at Buddy.BehaviorTree.Action.RunAction(Object context) at Buddy.BehaviorTree.Action..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.Decorator..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.BehaviorTree.PrioritySelector..MoveNext() at Buddy.BehaviorTree.Composite.Tick(Object context) at Buddy.CommonBot.BotMain.() I really don't feel like starting yet another character until this is fixed... But looks like I may have to. =/