LUA:
Hidden/Spoiler:
---------------------------------------------------------------------------
-- 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()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.GEOA.objectives.1");
AddMissionObjective(CIS, "orange", "level.GEOA.objectives.2");
AddMissionObjective(CIS, "orange", "level.GEOA.objectives.3");
AddMissionObjective(REP, "red", "level.GEOA.objectives.1");
AddMissionObjective(REP, "orange", "level.GEOA.objectives.4");
AddMissionObjective(REP, "orange", "level.GEOA.objectives.3");
ReadDataFile("sound\\geo.lvl;geo1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian");
ReadDataFile("dc:SIDE\\obi.lvl",
"cis_inf_geonosis",
"newunits",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",30)
AddUnitClass(REP, "rep_inf_arc_trooper",10)
AddUnitClass(REP, "rep_inf_clone_pilot",9)
AddUnitClass(REP, "rep_inf_clone_sharpshoote",6)
AddUnitClass(REP, "rep_inf_jet_trooper",5)
SetHeroClass(REP, "rep_inf_anakin")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",30)
AddUnitClass(CIS, "cis_inf_assault",10)
AddUnitClass(CIS, "cis_inf_pilotdroid",9)
AddUnitClass(CIS, "cis_inf_assassindroi",8)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 60)
SetReinforcementCount(ATT, 300)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
SetTeamAsFriend(ATT,3)
-- Defender Stats
SetUnitCount(DEF, 60)
SetReinforcementCount(DEF, 300)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamAsFriend(DEF,4)
-- Local Stats
SetTeamName (3, "geonosians")
AddUnitClass (3, "geo_inf_geonosian", 3)
SetUnitCount (3, 15)
SetTeamAsFriend(3,ATT)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- Droidekas
AddWalkerType(1, 4) -- number of leg pairs, count
AddWalkerType(2, 0)
-- SetMemoryPoolSize("EntityHover", 12)
-- SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GEOA\\GEOA.lvl")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight(900)
-- Sound
OpenAudioStream("sound\\geo.lvl", "geocw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
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");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
--SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_her");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_her");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
--SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
--SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_her");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_her");
--SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
--SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training
-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(-0.245507, -0.008477, -0.968781, 0.033451, -25.810760, 3.155760, 27.044645);
AddCameraShot(-0.297915, 0.059212, -0.934476, -0.185731, -17.786446, 21.692249, 163.516266);
AddCameraShot(-0.450705, 0.094394, -0.868818, -0.181962, -151.848511, 21.692249, 27.025259);
AddCameraShot(0.972991, -0.131835, 0.187777, 0.025443, -24.488123, 15.035292, -47.273689);
AddCameraShot(0.488031, -0.045843, -0.867801, -0.081516, 63.146297, 9.872458, 30.273584);
AddCameraShot(0.912294, -0.293060, 0.272363, 0.087492, 3.315081, 58.982643, 125.482315);
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()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "red", "level.GEOA.objectives.1");
AddMissionObjective(CIS, "orange", "level.GEOA.objectives.2");
AddMissionObjective(CIS, "orange", "level.GEOA.objectives.3");
AddMissionObjective(REP, "red", "level.GEOA.objectives.1");
AddMissionObjective(REP, "orange", "level.GEOA.objectives.4");
AddMissionObjective(REP, "orange", "level.GEOA.objectives.3");
ReadDataFile("sound\\geo.lvl;geo1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian");
ReadDataFile("dc:SIDE\\obi.lvl",
"cis_inf_geonosis",
"newunits",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",30)
AddUnitClass(REP, "rep_inf_arc_trooper",10)
AddUnitClass(REP, "rep_inf_clone_pilot",9)
AddUnitClass(REP, "rep_inf_clone_sharpshoote",6)
AddUnitClass(REP, "rep_inf_jet_trooper",5)
SetHeroClass(REP, "rep_inf_anakin")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",30)
AddUnitClass(CIS, "cis_inf_assault",10)
AddUnitClass(CIS, "cis_inf_pilotdroid",9)
AddUnitClass(CIS, "cis_inf_assassindroi",8)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 60)
SetReinforcementCount(ATT, 300)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
SetTeamAsFriend(ATT,3)
-- Defender Stats
SetUnitCount(DEF, 60)
SetReinforcementCount(DEF, 300)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamAsFriend(DEF,4)
-- Local Stats
SetTeamName (3, "geonosians")
AddUnitClass (3, "geo_inf_geonosian", 3)
SetUnitCount (3, 15)
SetTeamAsFriend(3,ATT)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- Droidekas
AddWalkerType(1, 4) -- number of leg pairs, count
AddWalkerType(2, 0)
-- SetMemoryPoolSize("EntityHover", 12)
-- SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:GEOA\\GEOA.lvl")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(900)
SetMaxPlayerFlyHeight(900)
-- Sound
OpenAudioStream("sound\\geo.lvl", "geocw_music");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
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");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
--SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_her");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_her");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
--SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
--SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
--SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
--SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
--SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_her");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_her");
--SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
--SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
--SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
--SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
--SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
--SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
--SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training
-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(-0.245507, -0.008477, -0.968781, 0.033451, -25.810760, 3.155760, 27.044645);
AddCameraShot(-0.297915, 0.059212, -0.934476, -0.185731, -17.786446, 21.692249, 163.516266);
AddCameraShot(-0.450705, 0.094394, -0.868818, -0.181962, -151.848511, 21.692249, 27.025259);
AddCameraShot(0.972991, -0.131835, 0.187777, 0.025443, -24.488123, 15.035292, -47.273689);
AddCameraShot(0.488031, -0.045843, -0.867801, -0.081516, 63.146297, 9.872458, 30.273584);
AddCameraShot(0.912294, -0.293060, 0.272363, 0.087492, 3.315081, 58.982643, 125.482315);
end
Error log:
Hidden/Spoiler:
Opened logfile BFront.log 2009-08-01 2215
Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 1f127454
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 4e0d396c
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 9475b600
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: e54dcd90
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 09fc8812
Message Severity: 2
.\source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: 09fc8812
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 39fc2fa2
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: d9fee2d6
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: b38df1be
Message Severity: 2
.\source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: b38df1be
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: a530d7c4
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ffe3f51c
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 23aea3f0
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ebebc740
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ecebc8d3
Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 1f127454
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 4e0d396c
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 9475b600
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: e54dcd90
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 09fc8812
Message Severity: 2
.\source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: 09fc8812
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 39fc2fa2
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: d9fee2d6
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: b38df1be
Message Severity: 2
.\source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: b38df1be
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: a530d7c4
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ffe3f51c
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 23aea3f0
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ebebc740
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ecebc8d3


