SRL Archive - MSI Bugs

Odd Error


Yago

2011-05-15 23:16:40

Btw, Im a level 6 at woodcutting, which is not high enough for oak.

I was testing MSI using the form like I do after every update. So I entered all my player's info, pressed save, pressed load. And it worked (usually crashes 10secs - 1 min after pressing run). As you can see it only lasted a couple seconds so ill test the form again.

Powerchopper, Normal and Oak. No priority


[0:04:19]: World: 13, Players: 889, Members: False, PvP: False
[0:04:20]: World 13 selected.
[0:04:27]: [] ------ Scanning for randoms...
[0:04:27]: [Reflection] Randoms var set!
[0:04:28]: [] ---- MSI_SetSkillLevels
[0:04:28]: [] ------ [HOOKED] CharacterStats_FunctionCall: CharacterStats
[0:04:28]: [] ---------- CharacterStatsV2: Player not found, Adding Player
[0:04:28]: [] ------ [HOOKED] CharacterStats_FunctionCall: CharacterStats: 1
[0:04:28]: [] ------ Woodcutting Level: 6
[0:04:28]: [] ---- MSI_SetSkillLevels: Finished
[0:04:28]: [] ---- MSI_SetupWC/Mining
[0:04:28]: [] ------ Best tool for Woodcutting is Steel Hatchet
[0:04:28]: [] ------ MSI_FindTool
[0:04:28]: [] -------- Searching Inventory tab
[0:04:28]: [] -------- Found DTM of Steel Hatchet
[0:04:28]: [] ---------- Exception Added: Steel Hatchet in slot 1
[0:04:28]: [] ---------- There are now 1 exceptions
[0:04:28]: [] ------ MSI_FindTool: True
[0:04:28]: [] ---- MSI_SetupWC/Mining: True
[0:04:29]: [] -- MSI_SetupPlayer: True
[0:04:29]: [] -- MSI_Walk
[0:04:29]: [] ------ MSI_WaitWhileResting
[0:04:29]: [] ---- Player's Location = Powerskilling
[0:04:29]: [] ---- MSI_AtLocation
[0:04:29]: [] ------ We are powerskilling, we have no specific location
[0:04:29]: [] ---- MSI_AtLocation: True
[0:04:29]: [] -- MSI_Walk: True
[0:04:29]: [] -- MSI_AutoObjects
[0:04:29]: [] ---- MSI_FindObjectsIn [10, 11]
[0:04:29]: [] -------- Not enough points: 1
[0:04:29]: [] -------- Not enough points: 2
[0:04:29]: [] -------- Not enough points: 6
[0:04:29]: [] ------ 24 objects found!
[0:04:30]: [] ------ Uptext found!
[0:04:30]: [] ---- MSI_FindObjectsIn: True
[0:04:32]: [] ------ Player animation: Chopping
[0:04:32]: [] ------ Player animation: Chopping
[0:04:33]: [] ------ MSI_AntiBan
[0:04:33]: [] ------ Player animation: Chopping
[0:04:33]: [] ------ Player animation: Chopping
[0:04:34]: [] ------ Player animation: Chopping
[0:04:34]: [] ------ Player animation: Chopping
[0:04:34]: [] ------ Player animation: Chopping
[0:04:35]: [] ------ Player animation: Chopping
[0:04:35]: [] ------ Player animation: Chopping
[0:04:35]: [] ------ Player animation: Chopping
[0:04:35]: [] ------ Player animation: Chopping
[0:04:36]: [] ------ Player animation: Chopping
[0:04:36]: [] ------ Player animation: Chopping
[0:04:36]: [] ------ Player animation: Chopping
[0:04:37]: [] ------ Player animation: Chopping
[0:04:38]: [] ---- MSI_FindObjectsIn [11, 10]
[0:04:38]: [] -------- Not high enough level for object: Oak Tree
Error: Null Pointer Exception at line 1728
The following DTMs were not freed:

The error was at line 1728 in objects.simba


With MSI_Objects[Objs[II]] Do

Flight

2011-05-15 23:42:30

I've never used MSI nor do I know how any of it works, but just guessing from what you used on the form (Powerchopper, Normal and Oak. No priority). My guess is… you input Oaks as an option to cut, yet, I assume, MSI has level checks if you can cut the trees or not, so it looks like it's combating itself. (The input was Oak, so we will chop oaks. But the player level < 15, so we will not chop oaks. Ect…)

Why, though, would you have Oaks as an option knowing you lack ability to chop them?

Bobzilla69

2011-05-16 02:39:37

so that once he reached the level to cut oaks he can, simply means not having to stop the script to set it up again?

also sorry dont know much about MSI so cant help

Flight

2011-05-16 02:42:59

Yeah like I said, I was just assuming that was the conflict. Just trying to be helpful with what I know. :rolleyes:

@Yago:
I'm sure one of the MSI devs will be online shortly, so just hang in there. :p

NCDS

2011-05-16 10:53:52

The code is designed so that if you don't have a high enough level to do something, it will skip over that object until you do have a high enough level, so you didn't set it up wrong or anything.

However, for some reason when it skipped over the code to go to the next one, it resulted in that error. I'm not 100% positive of the reason, but I have a few idea's I can work with and see what happens.

Thanks for the bug report!

Coh3n

2011-05-16 12:40:19

Lol interesting. Like NCDS said, it's just supposed to continue to the next object. Not sure why this would happen. Thanks though, we'll figure it out as soon as possible.

Yago

2011-05-16 18:54:25

I forgot for a second the level needed to chop oaks, yeah I got that error.

Unfortunately next time i ran MSI, the load button wouldn't even click (like it get highlighted upon click so… )and then it a crash after saving it.

No worries, Ill be sure to test upon next update like usual

Coh3n

2011-05-17 13:12:58

This is fixed in the latest revision. Check out this thread for more details.