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Scripts ignored, or wrong placed?

Posted: Fri Oct 16, 2009 7:43 am
by MandeRek
Hello there,

I'm making a script for a map. For now, it uses 2 objectives. 1: Capture CP3 2: Find man_flag_holocron/plans and return it to CP3. I'm encountering several problems. First of all, I wanted to disable ALL CPs except 6 (the one you start at) and 3 (capturing/flagreturn), and I wanted to be CP3 a CIS cp ofcourse. Now ingame, all CPs are still there, except one. All are capturable, and CP3 is displaying a red, and blue light (making me feel it somehow merged with the one dissapeared?) Also, you start at CP3 (since it's also your cp)

Then, on the next objective, the flag is not ingame. At first the files were only in the world folder, it didn't work. Then i placed it in ZE under the name of 'man_flag_holocron' but still no succes

Any experienced help would be appreciated, it would be a waste to skip Campaign on this map..

DRLc_con:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")
ScriptCB_SetGameRules("campaign")

-- REP Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2



function ScriptPostLoad()

SetAIDifficulty(0, -3, "medium")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_PlayInGameMusic("rep_geo_amb_obj1_3_explore")
end
end)


SetMapNorthAngle(180)

--objective: conquest **Capture CP3 at the Windmills-Range
Objective1CP = CommandPost:New{name = "cp3"}
Objective1 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.DRL.objectives.1", popupText = "level.DRL.objectives.pop.1", AIGoalWeight = 0}
Objective1:AddCommandPost(Objective1CP)

Objective1:AddHint("level.geo1.hints.capture_cp")

Objective1.OnStart = function(self)
AICanCaptureCP("cp3", ATT, false)
AICanCaptureCP("cp3", DEF, false)
att_obj1_aigoal = AddAIGoal(ATT, "Defend", 50, "cp3")
def_obj1_aigoal = AddAIGoal(DEF, "Defend", 50, "cp3")
att_obj1_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
SetProperty("CP6", "CaptureRegion", "no_region")
--SetProperty("CP2", "CaptureRegion", "no_region")
--SetProperty("CP3", "CaptureRegion", "no_region")

SetProperty("cp6", "Team", 1)
SetProperty("cp3", "Team", 2)
KillObject("cp1")
KillObject("cp2")
KillObject("cp4")
KillObject("cp5")

SetProperty("CP1", "IsVisible", 0)
SetProperty("CP2", "IsVisible", 0)
SetProperty("CP4", "IsVisible", 0)
SetProperty("CP5", "IsVisible", 0)
SetClassProperty("rep_hero_kitfisto", "MaxHealth", "3300.0")
SetClassProperty("rep_hero_nahdarvebb", "MaxHealth", "3000.5")
end

Objective1.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(att_obj1_aigoal2)
DeleteAIGoal(def_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal2)
SetProperty("cp3", "Team", 1)
SetProperty("cp3", "CaptureRegion", "")
--spawn the flag object for the next objective
plans_spawn = GetPathPoint("plans_spawn", 0) --gets the path point
CreateEntity("man_flag_holocron", plans_spawn, "plans") --spawns the flag
--SetProperty("plans", "GeometryName", "com_icon_republic_flag")
--SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")

end

--objective: ctf **Find the holocron, lost by the crashed AT-TE, and return it to Windmills-Range
Objective2 = ObjectiveCTF:New{teamATT = ATT, teamDEF = DEF, captureLimit = 1, text = "level.DRL.objectives.2", popupText = "level.DRL.objectives.pop.2", AIGoalWeight = 0}
Objective2:AddFlag{name = "plans", homeRegion = "", captureRegion = "cp3_capture",
capRegionMarker = "hud_objective_icon", capRegionMarkerScale = 3.0,
mapIcon = "flag_icon", mapIconScale = 2.0}

Objective2.OnStart = function(self)
att_obj5_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj5_aigoal = AddAIGoal(DEF, "Defend", 50, "CP3")
def_obj5_aigoal2 = AddAIGoal(DEF, "Deathmatch", 50)
plans_capture_on = OnFlagPickUp(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapAddEntityMarker("CP3", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
end
end,
"plans"
)



plans_capture_off = OnFlagDrop(
function(flag, carrier)
if IsCharacterHuman(carrier) then
MapRemoveEntityMarker("CP3")
end
end,
"plans"
)


end

Objective2.OnComplete = function (self)
ShowMessageText("game.objectives.complete", ATT)
--RespawnObject("c_cp7")

ReleaseFlagPickUp(plans_capture_on)
ReleaseFlagDrop(plans_capture_off)
MapRemoveEntityMarker("CP3")

DeleteAIGoal(att_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal)
DeleteAIGoal(def_obj5_aigoal2)
end

end

function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 12)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 4}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)

objectiveSequence:Start()
end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_chaingun_roof",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg",
"tur_bldg_laser")

ReadDataFile("dc:SIDE\\mher2.lvl",
"rep_hero_nahdarvebb",
"rep_hero_kitfisto")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
assault = { "rep_hero_nahdarvebb",1, 1},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_kitfisto")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DRL\\DRL.lvl", "DRL_conquest")
ReadDataFile("dc:DRL\\DRL.lvl", "DRL_conquest")
SetDenseEnvironment("false")




-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "geo_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "cis_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_quick", voiceQuick)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\geo.lvl", "geo_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

-- SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
-- SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
-- SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
-- SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
-- SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]

Re: Scripts ignored, or wrong placed?

Posted: Sat Oct 17, 2009 8:44 pm
by bobfinkl
Are you sure you are loading the correct ZE layer?

Oh and also post your error log.

Re: Scripts ignored, or wrong placed?

Posted: Sun Oct 18, 2009 5:58 am
by MandeRek
I'm loading a layer that doesn't exist, it got merged with the base layer, so there should be no problems right?

errorlog:
Hidden/Spoiler:
[code]Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 33

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 34

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_hero_nahdarvebb" missing animation bank "nahdarvebb"
uf_updateClassIndex(): Added class: rep_hero_nahdarvebb
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_kitfisto
utility_functions2: ReadDataFile(): This map's code, mode: drl drl_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FlagItem.cpp(945)
Could not build FlagItem

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 384

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 388

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 392

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 396

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 400

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 404

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 408

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 412

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 416

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 420

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 424

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 428

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 432

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 436

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 440

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 444

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 448

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'zer_weap_lightsaber_barriss' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_force_heal' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'zer_weap_inf_force_pull' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(2523)
Timer "victoryTimer" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(2523)
Timer "delayTimer" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region "no_region"
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -123.940826, z = 127.096252


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -189.399323, z = 59.365433

Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129

Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129

Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129

Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(2523)
Timer "dittyTimer" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(493)
Command Post missing capture region ""

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FlagItem.cpp(945)
Could not build FlagItem
release self.dittyTimerResponse

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(635)
Entity "plans" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: ERROR: flag plans does not exist in the map
stack traceback:
[C]: in function `assert'
(none): in function `Start'
(none): in function `ActivateObjectiveSet'
(none): in function <(none):317>


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -160.095306, z = 103.557129

Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
Break();
Button("FIRE", "PRESS");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -153.442352, z = 107.284218

Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");[/code]

Re: Scripts ignored, or wrong placed?

Posted: Tue Oct 20, 2009 7:59 pm
by bobfinkl
MandeRek wrote:I'm loading a layer that doesn't exist
Well there's your problem, if the layer doesn't exist the game will do that.

Also:
MandeRek wrote:Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FlagItem.cpp(945)
Could not build FlagItem
I have known this to cause issues, when you get it to work campaign will have nothign happen and this would be the cause. Fix it by filling up the memory pools for it.

Updated: Flag objective problem

Posted: Wed Oct 21, 2009 12:07 pm
by MandeRek
bobfinkl wrote:
MandeRek wrote:I'm loading a layer that doesn't exist
Well there's your problem, if the layer doesn't exist the game will do that.
Actually it solved my problem. The merged layer was still loaded, and somehow duplicated thus explaining all weird CPs and stuff. By loading a complete layer of noncense it was fixed!
bobfinkl wrote:Also:
MandeRek wrote:Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FlagItem.cpp(945)
Could not build FlagItem
I have known this to cause issues, when you get it to work campaign will have nothign happen and this would be the cause. Fix it by filling up the memory pools for it.
I'm new to flags in campaign, more explanation? Where do i fix that, etc?

Re: Scripts ignored, or wrong placed?

Posted: Wed Oct 21, 2009 7:01 pm
by bobfinkl
MandeRek wrote:I'm new to flags in campaign, more explanation? Where do i fix that, etc?
To fix it add this line to anywhere where there are other memory pools:

Code: Select all

    SetMemoryPoolSize ("FlagItem", 2) 
And the number in it goes directly by how many flags are in the map.