Really odd BF2 log error
Posted: Fri May 08, 2009 4:25 pm
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");
.\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");