Really odd BF2 log error

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MetalcoreRancor
Brigadier General
Brigadier General
Posts: 628
Joined: Thu Jun 07, 2007 11:13 am
Projects :: No Mod project currently.
Games I'm Playing :: swbf origin
xbox live or psn: No gamertag set

Really odd BF2 log error

Post by MetalcoreRancor »

I don't know if its the fact I used the batch to see anims and combo damage of my new jedi, but the fact remains that these are not normal to see in the log.. any explanations?
Hidden/Spoiler:
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeStart(0.90);
TimeEnd(1.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'jed_weap_defencesaber' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeEnd(0.50);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeEnd(0.50);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'jed_weap_explodinglightsaber' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Really odd BF2 log error

Post by Maveritchell »

MetalcoreRancor wrote:I don't know if its the fact I used the batch to see anims and combo damage of my new jedi, but the fact remains that these are not normal to see in the log.. any explanations?
Hidden/Spoiler:
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeStart(0.90);
TimeEnd(1.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'jed_weap_defencesaber' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeEnd(0.50);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
TimeEnd(0.50);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND");

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'jed_weap_explodinglightsaber' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("RELOAD", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("CROUCH", "PRESS");
Posture("STAND");
Break();
TimeEnd(5.00);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND");
That's the only thing that makes sense. Did you try it again without using any extra parameter in the modtool? That's one easy way to check it. (And of course there is no assumption yet that there's even something going wrong, you don't specify whether this is a crash or just something you're looking for an explanation for.)
MetalcoreRancor
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Re: Really odd BF2 log error

Post by MetalcoreRancor »

Basically an explanation yes.

I'll try it again without, but I just thought it would be good to mention here.
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