Ya this bug is a real downer... when I get lucky and avoid it my guys just run perfect. It's awesome. Just no way to get any consistent runs unless I find a way to avoid it or you find the bug. I'd love to help track this down in any way that I can... it's just hard without access to the actual code. Did you code your navigation from scratch or is it based off something publicly available? Maybe you could add some additional debug info as it is pretty limited right now. It would be nice to know what the current loc the bot is actually trying to get to and anything else useful. It does seem to output the distance to the next loc as you get closer under the p2p stuff. But those aren't very frequent as I assume navigation requires near real time monitoring of current location, velocity, etc to be able to hit the mark with any degree of accuracy. With this issue I would guess that it is either not setting the nav point correctly or for whatever reason the bot stops checking or getting nav updates to know when it should stop. Anyway, if you can dump some serious debugging info in there it might help to identify what is going on when it happens.
Like I said before... I would focus my attention to the area where the bot pauses mid navigation to allow ogre bot to deal with aggro. The problem hits after the aggro is gone and the bot tries to resume to the rest of the current navigation path. I feels like it happens most when you are very very close to the end of the current nav path. Like if you stop just before or on the last nav point in the path... or if that path only has one nav point. I did test changing all of my nav paths to Ignore Combat = |TRUE| and it seemed help a lot... but I only did one run as I thought I'd found another solution. I might try doing that again for testing... not really a solution.
I did notice some naming issues in the nav files that is a symptom of deleting or changing around the points after auto plot:
<Set Name="Move15">
<Setting Name="auto-1">Name: |auto-5| X: |48.866665| Y: |61.981133| Z: |-15.863050|</Setting>
<Setting Name="auto-2">Name: |auto-1| X: |47.254021| Y: |67.377563| Z: |-35.856663|</Setting>
</Set>
Wasn't sure if the "Name" value was used for something as this could throw things off. I fixed them and it seemed to help for a bit but then the bug just came back so I assume that this doesn't matter.
Run speed doesn't seem to matter much either with this... I've seen it happen with forced walk, 0%, full speed with mount. When it decides to get a brain fart it's just game over.
I do see with high run speeds that my toons will start to bounce between nav points... oh I missed my spot go back to the last one.... ok try again... oh missed it back to the last one... etc. P2P sensitivity adjustments seem to help with this. At high speeds you need a bigger number. However if you drop to forced walk and leave it at the default of 3 it will stop way short of the loc. Adjusting it to 1 when in forced walk it is right on it. But if you go back to normal speed it can't hit the mark with a sensitivity 1 and will start bouncing. For best results this value should really be dynamic based on your run speed or velocity.
Just for the reccord I have been able to reproduce this on multiple computers. I also got a friend setup recenly with your scripts and we see the behaivor on his system as well. So I'm not totally crazy... something is going on here.
Just let me know how I can help to get this figured out...