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What causes this error?


Dab in a Lab

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[INFO][Bot #2][07/10 07:58:45 PM]: WebWalkingEvent; Fatal error! Cycles threshold reached on Walk => [x=3112, y=3260, z=0]

Not sure what it means by cycles threshold reached, but the position it gives is a valid tile... my character can walk to it with no problems. Its only been happening last night and today. 

https://gyazo.com/8662d73739e16163068affd2f42e84bc

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20 minutes ago, Alek said:

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All of it, or just the part that gets called?

This is what gets called though 

public void walkBackToD() {

        if (!getInventory().contains("Pot"))
            log("Walking back to Draynor bank");
        getWalking().webWalk(draynorBank);


        new ConditionalSleep(250000,7500) {
            @Override
            public boolean condition() throws InterruptedException {
                return draynorBank.contains(myPlayer());
            }
        }.sleep();
    }

It only happens every now and then, so its not a regular occurrence. 

Edited by Dab in a Lab
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4 hours ago, Dab in a Lab said:

All of it, or just the part that gets called?

This is what gets called though 


public void walkBackToD() {

        if (!getInventory().contains("Pot"))
            log("Walking back to Draynor bank");
        getWalking().webWalk(draynorBank);


        new ConditionalSleep(250000,7500) {
            @Override
            public boolean condition() throws InterruptedException {
                return draynorBank.contains(myPlayer());
            }
        }.sleep();
    }

It only happens every now and then, so its not a regular occurrence. 

You're walking regardless of whether or not you have a Pot, but only write to logger if you don't have a pot.. I have a hard time understanding the logic behind this; but okay.

The conditional sleep waits from the moment you've finished walking, up to 4 minutes.. Why? Nothing is gonna change once it's finished walking. This is not an async event.

Edited by FrostBug
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57 minutes ago, FrostBug said:

You're walking regardless of whether or not you have a Pot, but only write to logger if you don't have a pot.. I have a hard time understanding the logic behind this; but okay.

The conditional sleep waits from the moment you've finished walking, up to 4 minutes.. Why? Nothing is gonna change once it's finished walking. This is not an async event.

Ya I noticed that I didn't have a bracket to include the webWalking when I submitted my reply, I fixed it in my script. I have a check in my onLoop for if I don't have a pot and my player is in draynorBank, and it calls another method I have called withdrawBank that deals with it. 

It might not be the most efficient or cleanest way to do it, but I haven't ran into trouble with the banking process. Just the weird tile thing that doesn't really make sense to me.

Edited by Dab in a Lab
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