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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");

Re: Really odd BF2 log error

Posted: Fri May 08, 2009 4:28 pm
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.)

Re: Really odd BF2 log error

Posted: Fri May 08, 2009 4:32 pm
by MetalcoreRancor
Basically an explanation yes.

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