Also, I would like to add an offhand flamethrower. So far, I have gotten a melee weapon to work, using the animations of the Acklay, but the offhand flamethrower causes an (unlogged) crash when fired, presumably because the Acklay does not have any offhand animations. Is there any way to edit the weapon ODF to prevent ANY animation from playing, and avoiding the crash this way? I don't mind having no animation. Thanks in advance.
The fambaa unit ODF:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "nab1_walk_fambaa.msh"
[Properties]
AISizeType = "Huge"
GeometryName = "nab1_walk_fambaa"
//this keeps the player from entering first person with this char
forcemode = 1
SkeletonName = "nab_walk_fambaa"
// heh
IsAcklay = 1
UseDirectionalDeaths = 0
UseDirectionalJumps = 0
NoEnterVehicles = 1
IgnoreHintNodes = 1
JetShowHud = 0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "sst_weap_inf_tankbug_claw"
WeaponAmmo = 0
WeaponChannel = 0
WEAPONSECTION = 2
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = 0
WeaponChannel = 1
//HEALTH
MaxHealth = "20000.0"
Healthtype = "animal"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "10"
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 2.5 // base forward speed
MaxStrafeSpeed = 1.5 // base right/left speed
MaxTurnSpeed = 1.0 // base turn speed
//JumpHeight = 0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 3.00 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
VOUnitType = 176
///SOUND
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"
//FoleyFXClass = "rep_inf_soldier"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.0
AmbientSound = "all famba_moan"
AmbientSound = "cis famba_moan"
AmbientSound = "imp famba_moan"
AmbientSound = "rep famba_moan"
HurtSound = "famba_hurt"
DeathSound = "famba_death"
ClassParent = "com_inf_default"
GeometryName = "nab1_walk_fambaa.msh"
[Properties]
AISizeType = "Huge"
GeometryName = "nab1_walk_fambaa"
//this keeps the player from entering first person with this char
forcemode = 1
SkeletonName = "nab_walk_fambaa"
// heh
IsAcklay = 1
UseDirectionalDeaths = 0
UseDirectionalJumps = 0
NoEnterVehicles = 1
IgnoreHintNodes = 1
JetShowHud = 0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
WEAPONSECTION = 1
WeaponName = "sst_weap_inf_tankbug_claw"
WeaponAmmo = 0
WeaponChannel = 0
WEAPONSECTION = 2
WeaponName = "sst_weap_inf_tankbug_flame"
WeaponAmmo = 0
WeaponChannel = 1
//HEALTH
MaxHealth = "20000.0"
Healthtype = "animal"
CAMERASECTION = "STAND"
EyePointOffset = "0.0 2.0 0.0"
TrackCenter = "0.0 3.0 0.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "10"
// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed = 2.5 // base forward speed
MaxStrafeSpeed = 1.5 // base right/left speed
MaxTurnSpeed = 1.0 // base turn speed
//JumpHeight = 0 // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor = 1.3 // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor = 1.0 // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor = 1.5 // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration = 70.0 // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime = 0.35 // accelerate from run to sprint in this time
// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
// in which the thrust/strafe stick controls the player's velocity,
// these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
// applies an acceleration, these values only multiply the acceleration.
ControlSpeed = "stand 1.00 1.00 1.00"
ControlSpeed = "crouch 0.70 0.60 1.00"
ControlSpeed = "prone 0.30 0.20 0.50"
ControlSpeed = "sprint 3.00 0.50 0.35"
ControlSpeed = "jet 0.30 0.30 1.00"
ControlSpeed = "jump 0.03 0.03 0.35"
ControlSpeed = "roll 0.02 0.02 0.35"
ControlSpeed = "tumble 0.00 0.00 0.10"
VOUnitType = 176
///SOUND
FootstepSound0 = "acklaystepleft"
FootstepSound1 = "acklaystepright"
FootstepSound4 = "acklaystepleft"
FootstepSound5 = "acklaystepright"
LowHealthSound = "acklaychatter"
LowHealthThreshold = "1.1"
//FoleyFXClass = "rep_inf_soldier"
DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.0
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.0
AmbientSound = "all famba_moan"
AmbientSound = "cis famba_moan"
AmbientSound = "imp famba_moan"
AmbientSound = "rep famba_moan"
HurtSound = "famba_hurt"
DeathSound = "famba_death"
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
OnSound = "override_parent_sound"
TurnOnSound = "override_parent_sound"
TurnOffSound = "override_parent_sound"
HitEffect = " "
HitSound = "acklaystepleft"
DeflectEffect = " "
DeflectSound = "acklaystepright"
GeometryName = "ack_weap_r_smash"
ComboAnimationBank = "human_sabre melee geo_inf_acklay2"
NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
// and one for the bite
OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
MinRange = "0"
OptimalRange = "10.0"
MaxRange = "15.0"
// needs to be so high because the silly eyepoint is y=4m,
// which accounts for part of the range
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"
[Properties]
OnSound = "override_parent_sound"
TurnOnSound = "override_parent_sound"
TurnOffSound = "override_parent_sound"
HitEffect = " "
HitSound = "acklaystepleft"
DeflectEffect = " "
DeflectSound = "acklaystepright"
GeometryName = "ack_weap_r_smash"
ComboAnimationBank = "human_sabre melee geo_inf_acklay2"
NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"
OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
// and one for the bite
OffhandGeometryName = "ack_weap_l_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
MinRange = "0"
OptimalRange = "10.0"
MaxRange = "15.0"
// needs to be so high because the silly eyepoint is y=4m,
// which accounts for part of the range
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "cannon"
[Properties]
GeometryName = ""
HighResGeometry = ""
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
OrdnanceName = "sst_weap_inf_tankbug_flame_ord"
OffhandWeapon = 1
InstantPlayFireAnim = 0
FireAnim = "0"
TriggerSingle = "0" // if FireType = "Hold" this will work correctly now - Mike Z
//RoundsPerClip = "32"
RoundsPerClip = "20"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"
TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
DisplayRefire = "0"
LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"
MinRange = "0"
OptimalRange = "4"
MaxRange = "10"
SalvoCount = "20"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
ClassLabel = "cannon"
[Properties]
GeometryName = ""
HighResGeometry = ""
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
OrdnanceName = "sst_weap_inf_tankbug_flame_ord"
OffhandWeapon = 1
InstantPlayFireAnim = 0
FireAnim = "0"
TriggerSingle = "0" // if FireType = "Hold" this will work correctly now - Mike Z
//RoundsPerClip = "32"
RoundsPerClip = "20"
ReloadTime = "1.5"
HeatRecoverRate = "0.2"
HeatThreshold = "0.0"
TriggerSingle = "1"
ShotDelay = "0.0"
HeatPerShot = "0.0"
//MaxPressedTime = "2.25"
DisplayRefire = "0"
LockOnRange = "8.0"
LockTime = "0.0"
AutoAimSize = "2.0"
MinRange = "0"
OptimalRange = "4"
MaxRange = "10"
SalvoCount = "20"
ShotsPerSalvo = "1"
SalvoDelay = "0.1"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "flame_on"
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
Hidden/Spoiler:
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m4a1' is not localized for stats page
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_claw' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_flame' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 1
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 2
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 3
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 4
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m40' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_warbug_claw' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 5
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_remington' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 6
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 7
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 9
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 10
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 11
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 12
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 13
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 14
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 15
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 16
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 17
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 18
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 19
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 21
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 22
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 23
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 24
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 25
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 26
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m4a1' is not localized for stats page
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_claw' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_tankbug_flame' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 1
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 2
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 3
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 4
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_m40' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_warbug_claw' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 5
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'sst_weap_inf_remington' is not localized for stats page
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 6
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 7
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 9
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 10
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 11
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 12
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 13
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 14
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 15
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 16
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 17
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 18
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 19
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 21
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 22
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 23
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 24
Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'sst_inf_tankbug' with no low res geometry!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 25
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "AcklayData" is full; raise count to at least 26



