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Laat/c drop atte

Posted: Sat Jan 03, 2009 1:19 pm
by Master_Ben
So i'm trying Dragonum's LAAT/c drop AT-TE animation and it works... Kind of. The LAAT comes down, but the AT-TE Isn't there being held underneath it. It spawns the next second as a vehicle and not a prop. In the errorlog, It says it cannot find the prop(called rep2_prop_Atte), yet I see it on the battlefield. The animation works perfectly in ZE.

Here's my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()

ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
conquest:Start()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end

end)

SetProperty("rep2_prop_atte", "MaxHealth", 5000000)
SetProperty("rep2_prop_atte", "CurHealth", 5000000)
atte_swap = CreateTimer("swap")
SetTimerValue(atte_swap, 45)
PlayAnimationFromTo("lol",0.0,50)
StartTimer(atte_swap)
ShowTimer(atte_swap)
OnTimerElapse(
function(timer)
ShowMessageText("game.objectives.complete", ATT)
KillObject("rep2_prop_atte")
SetProperty("atte_cp", "Team", 1)
ShowTimer(nil)
end,
atte_swap
)


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = false}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)


EnableSPHeroRules()

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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

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(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
Thanks for the help :)

Re: Laat/c drop atte

Posted: Sat Jan 03, 2009 1:28 pm
by YaNkFaN
check you PM

Re: Laat/c drop atte

Posted: Sat Jan 03, 2009 2:23 pm
by Maveritchell
YaNkFaN wrote:check you PM
If you're going to post answers to modding questions, post them in public. This isn't "secret knowledge," and it's more helpful.

Re: Laat/c drop atte

Posted: Sat Jan 03, 2009 2:43 pm
by YaNkFaN
at request here is the fix for this problem i was planning to release this with the assets of my geo map but i guess i'll release it early


this is the .odf for rep2_walk_atte
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "destructablebuilding"
GeometryName = "rep_walk_atte_busted.msh"


[Properties]

GeometryName = "rep_walk_atte_busted"
//DestroyedGeometryName = "com_item_weaponrecharge_dst"
MaxHealth = 10

FoleyFXGroup = "metal_foley"

[/code]

now that should work

also here is my skin for the laat/c if u like
Hidden/Spoiler:
Image
and my .lua
Hidden/Spoiler:
[code]
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
conquest:Start()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end

end)

SetProperty("rep2_walk_atte", "MaxHealth", 5000000)
SetProperty("rep2_walk_atte", "CurHealth", 5000000)
atte_swap = CreateTimer("swap")
SetTimerValue(atte_swap, 45)
PlayAnimationFromTo("lol",0.0,60)
StartTimer(atte_swap)
ShowTimer(atte_swap)
OnTimerElapse(
function(timer)
ShowMessageText("game.objectives.complete", ATT)
KillObject("rep2_walk_atte")
SetProperty("atte_cp", "Team", 1)
UnlockHeroForTeam (1)
UnlockHeroForTeam (2)
ShowTimer(nil)
end,
atte_swap
)[/code]
also you are going to have to edit the vehicle spawn so that it spawns the atte .1 seconds after the commandpost is switched this gives the realistic effect that it was "dropped"

if you use the skin just credit me anything else is just from dragonum that i figured out

Re: Laat/c drop atte

Posted: Sat Jan 03, 2009 6:02 pm
by Master_Ben
Okay, now just before the ATTE spawns it crashes...
YaNkFaN wrote:you are going to have to edit the vehicle spawn so that it spawns the atte .1 seconds after the commandpost is switched this gives the realistic effect that it was "dropped"
<-----------What do you mean?

Re: Laat/c drop atte

Posted: Sun Jan 04, 2009 9:03 am
by YaNkFaN
ok here's a step by step tutorial using dragonum's into your level.

First open up zeroeditor and place an invisible cp "com_bldg_invisible_controlzone" set it's team to zero, name it atte_cp and set it's control region to atte_control

next put in a vehicle spawn com_item_vehicle_spawn set it's team to 0 name it atte and set it's control region to atte_cp
make a control region name atte_control properties atte_control

place in the laat/c object and the object rep2_walk_atte using the edited .odf above. Next add these lines to your .lua
Hidden/Spoiler:
[code]
onfirstspawn = OnCharacterSpawn(
function(character)
if IsCharacterHuman(character) then
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
ScriptCB_PlayInGameMusic("rep_fel_amb_obj1_3_explore")
start_timer = CreateTimer("start_timer")
SetTimerValue(start_timer, 2)
StartTimer(start_timer)
begin_objectives = OnTimerElapse(
function()
conquest:Start()
ReleaseTimerElapse(begin_objectives)
begin_objectives = nil
end,
start_timer
)
end

end)

SetProperty("rep2_walk_atte", "MaxHealth", 5000000)
SetProperty("rep2_walk_atte", "CurHealth", 5000000)
atte_swap = CreateTimer("swap")
SetTimerValue(atte_swap, 45)
PlayAnimationFromTo("lol",0.0,50)
StartTimer(atte_swap)
ShowTimer(atte_swap)
OnTimerElapse(
function(timer)
ShowMessageText("game.objectives.complete", ATT)
KillObject("rep2_walk_atte")
SetProperty("atte_cp", "Team", 1)
ShowTimer(nil)
end,
atte_swap
)[/code]
this .lua is different then the one above

also if your level does not have animations in it copy the .anm file from dragonum's sent world1 folder

also what i mean by spawn time...in the properties window (where you type in what vehicle you want to spawn, go up towardss the top..there should be an entry called spawn time and it's value should be 45 you need to change this to 0 or .1

now it should work

if it doesn't post your bf2 log

Re: Laat/c drop atte

Posted: Sun Jan 04, 2009 2:24 pm
by Master_Ben
Okay, it still crashes just before the ATTE spawns. BTW, The Laat flys in, but the ATTE isn't under it. It's off in the corner of the map.

ErrorLog:(this is just a test map, so don't bug me with soldieranimation banks :roll: )
Hidden/Spoiler:
Opened logfile BFront2.log 2009-01-04 1318
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_multi
mpgs_login Enter : not logged in
ifs_sp_campaign: Input_Accept(): Entered: _tab_options
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0411126C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TES<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 0411672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: TESc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: tes tes_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 43daa509

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 42daa376

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 41daa1e3

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 40daa050

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 47daab55

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 46daa9c2

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 45daa82f

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 44daa69c

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 4bdab1a1

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 4adab00e

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 842f0732

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 852f08c5

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 822f040c

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 832f059f

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 802f00e6

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 812f0279

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7e2efdc0

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7f2eff53

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 8c2f13ca

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 8d2f155d

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7e2cbf29

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7d2cbd96

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7c2cbc03

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7b2cba70

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 822cc575

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 812cc3e2

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 802cc24f

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 7f2cc0bc

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk1" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: a64defb8

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk2" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 18555ef3

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk3" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: b2527fca

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk4" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 2459ef05

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk5" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1e57a6fc

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "rep_walk_atte_chunk6" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: b05f4897

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep2_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep2_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep2_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep2_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep2_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep2_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep2_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep2_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep2_weap_walk_atte_turret_cann' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep2_weap_walk_atte_rear_gun' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep2_weap_walk_atte_laser' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep2_weap_walk_atte_recoilless' is not localized for stats page

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Graphics\Pc\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Re: Laat/c drop atte

Posted: Sun Jan 04, 2009 2:35 pm
by YaNkFaN
ok with the laat flying and the atte being off to the side i believe that that is animation also one other thing i did was put everything in a custom side like the actual laat prop as well as the atte prop and the atte being spawned also you have to call the walker correctly in ur .lua which i assume you did. So try putting it in all the same side and maybe it will work for now it looks from your log that everything is correct.