Here is my lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
ReinforcementTeam = 3
function ScriptPostLoad()
timeoutTimer = CreateTimer("timeout")
SetTimerValue(timeoutTimer, 360)
ShowTimer(timeoutTimer)
StartTimer("timeout")
OnTimerElapse(
function(timer)
MissionVictory(ATT)
ShowTimer(nil)
DestroyTimer(timer)
end,
timeoutTimer
)
ATT_Retreat = OnCharacterDeath(
function(player, killer)
--only care when dead player is on the ATT team
if GetCharacterTeam(player) ~= DEF then return end
if GetCommandPostTeam(cp1) == nil then
ClearAIGoals(1)
AddAIGoal(ATT, "Defend", 400, "cp3")
AddAIGoal(ATT, "Conquest", 50)
SetAIDifficulty(3, 1)
--stop watching this OnCharacterDeath so we don't waste game resources
ReleaseOnCharacterDeath(ATT_Retreat)
end
end
)
droid_count = 3
Reinforcekills = OnObjectKill(
function(object, killer)
if GetObjectTeam(object) == ATT then
droid_count = droid_count - 1
if droid_count > 0 then
end
if droid_count == 0 then
PlayAnimation("fliers1")
SetupAmbushTrigger("ambushregion", "ambushspawn", 50, 3)
ReleaseObjectKill(Reinforcekills)
end
end
end
)
--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"}
cp5 = CommandPost:New{name = "cp5"}
--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 = true}
--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)
conquest:AddCommandPost(cp5)
conquest:Start()
OnTimerElapse( MissionVictory(teamATT))
AddAIGoal(ATT, "Defend", 300, "cp1")
AddAIGoal(ATT, "Defend", 300, "cp5")
AddAIGoal(ATT, "Defend", 100, "cp3")
AddAIGoal(DEF, "Deathmatch", 150)
SetAIDifficulty(-1, 4)
SetUberMode(1)
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(3000)
SetMaxPlayerFlyHeight (3000)
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("dc: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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 57,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",24, 55},
assault = { "rep_inf_ep3_rocketeer",1, 3},
engineer = { "rep_inf_ep3_engineer",1, 5},
sniper = { "rep_inf_ep3_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep3_jettrooper",1, 3},
},
cis = {
team = CIS,
units = 12,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 25},
assault = { "cis_inf_ep2_rocketeer",1, 10},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 10},
officer = {"cis_inf_ep2_officer",1, 10},
special = { "cis_inf_ep2_jettrooper",1, 5},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("Ambush")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
ReinforcementTeam = 3
function ScriptPostLoad()
timeoutTimer = CreateTimer("timeout")
SetTimerValue(timeoutTimer, 360)
ShowTimer(timeoutTimer)
StartTimer("timeout")
OnTimerElapse(
function(timer)
MissionVictory(ATT)
ShowTimer(nil)
DestroyTimer(timer)
end,
timeoutTimer
)
ATT_Retreat = OnCharacterDeath(
function(player, killer)
--only care when dead player is on the ATT team
if GetCharacterTeam(player) ~= DEF then return end
if GetCommandPostTeam(cp1) == nil then
ClearAIGoals(1)
AddAIGoal(ATT, "Defend", 400, "cp3")
AddAIGoal(ATT, "Conquest", 50)
SetAIDifficulty(3, 1)
--stop watching this OnCharacterDeath so we don't waste game resources
ReleaseOnCharacterDeath(ATT_Retreat)
end
end
)
droid_count = 3
Reinforcekills = OnObjectKill(
function(object, killer)
if GetObjectTeam(object) == ATT then
droid_count = droid_count - 1
if droid_count > 0 then
end
if droid_count == 0 then
PlayAnimation("fliers1")
SetupAmbushTrigger("ambushregion", "ambushspawn", 50, 3)
ReleaseObjectKill(Reinforcekills)
end
end
end
)
--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"}
cp5 = CommandPost:New{name = "cp5"}
--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 = true}
--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)
conquest:AddCommandPost(cp5)
conquest:Start()
OnTimerElapse( MissionVictory(teamATT))
AddAIGoal(ATT, "Defend", 300, "cp1")
AddAIGoal(ATT, "Defend", 300, "cp5")
AddAIGoal(ATT, "Defend", 100, "cp3")
AddAIGoal(DEF, "Deathmatch", 150)
SetAIDifficulty(-1, 4)
SetUberMode(1)
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(3000)
SetMaxPlayerFlyHeight (3000)
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("dc: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_inf_ep3_marine",
"uta_fly_ride_gunship")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_ep2_rifleman",
"cis_inf_ep2_rocketeer",
"cis_inf_ep2_engineer",
"cis_inf_ep2_sniper",
"cis_inf_ep2_officer",
"cis_inf_ep2_jettrooper",
"cis_inf_ep2_pilot",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_chaingun_tripod")
SetupTeams{
rep = {
team = REP,
units = 57,
reinforcements = -1,
soldier = { "rep_inf_ep3_rifleman",24, 55},
assault = { "rep_inf_ep3_rocketeer",1, 3},
engineer = { "rep_inf_ep3_engineer",1, 5},
sniper = { "rep_inf_ep3_sniper",1, 3},
officer = {"rep_inf_ep3_officer",1, 3},
special = { "rep_inf_ep3_jettrooper",1, 3},
},
cis = {
team = CIS,
units = 12,
reinforcements = -1,
soldier = { "cis_inf_ep2_rifleman",9, 25},
assault = { "cis_inf_ep2_rocketeer",1, 10},
engineer = { "cis_inf_ep2_engineer",1, 20},
sniper = { "cis_inf_ep2_sniper",1, 10},
officer = {"cis_inf_ep2_officer",1, 10},
special = { "cis_inf_ep2_jettrooper",1, 5},
}
}
SetHeroClass(CIS, "")
SetHeroClass(REP, "")
AddUnitClass(CIS, "cis_inf_ep2_pilot",3,
SetTeamName(3, "cis")
AddUnitClass(3, "cis_inf_ep2_rifleman",20, 20)
AddUnitClass(3, "cis_inf_ep2_rocketeer",10, 10)
AddUnitClass(3, "cis_inf_ep2_officer",10, 10)
AddUnitClass(3, "cis_inf_ep2_engineer",10, 10)
SetUnitCount(3, 50)
SetReinforcementCount(3, -1)
SetTeamAsFriend(CIS, 3)
SetTeamAsFriend(3, CIS)
SetTeamAsEnemy(3, REP)
SetTeamAsEnemy(REP, 3)
ClearAIGoals(3)
AddAIGoal(3, "Deathmatch", 150)
AddAIGoal(3, "Conquest", 100)
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_sniper_rifle" missing high res geometry "all_weap_1st_inf_sniperrifle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_weap_1st_inf_sniperrifle"
Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_inv_mesh" already loaded in ather level file
Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: e4e0b19e
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_ep2_rifleman
uf_updateClassIndex(): Added class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Added class: cis_inf_ep2_sniper
uf_updateClassIndex(): Added class: cis_inf_ep2_engineer
uf_updateClassIndex(): Added class: cis_inf_ep2_officer
uf_updateClassIndex(): Added class: cis_inf_ep2_jettrooper
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 2 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 1 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_ep2_pilot
uf_updateClassIndex(): Already know class: cis_inf_ep2_rifleman
uf_updateClassIndex(): Already know class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Already know class: cis_inf_ep2_officer
uf_updateClassIndex(): Already know class: cis_inf_ep2_engineer
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f5dd5c2f: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f0dd5450: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large4"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f6dd5dc2: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f7dd5f55: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large3"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f1dd55e3: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large5"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cf793c9d: trying to replace "hoth_prop_trench_short" with "hoth_prop_trench_short1"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp2" control region
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
MissionVictory expects team number or list, got nilifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 17
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 18
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 19
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 21
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 22
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 23
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 25
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 26
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 27
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 29
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 30
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 31
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 33
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 34
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 35
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 37
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 38
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 39
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 41
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 42
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 43
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 45
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 46
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 47
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 49
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 50
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 51
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 53
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 54
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "rep_weap_inf_sniper_rifle" missing high res geometry "all_weap_1st_inf_sniperrifle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "all_weap_1st_inf_rifle"
Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_sniper_rifle" missing high res geometry "cis_weap_1st_inf_sniperrifle"
Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_inv_mesh" already loaded in ather level file
Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: e4e0b19e
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_ep2_rifleman
uf_updateClassIndex(): Added class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Added class: cis_inf_ep2_sniper
uf_updateClassIndex(): Added class: cis_inf_ep2_engineer
uf_updateClassIndex(): Added class: cis_inf_ep2_officer
uf_updateClassIndex(): Added class: cis_inf_ep2_jettrooper
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 2 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 1 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
uf_updateClassIndex(): Added class: cis_inf_ep2_pilot
uf_updateClassIndex(): Already know class: cis_inf_ep2_rifleman
uf_updateClassIndex(): Already know class: cis_inf_ep2_rocketeer
uf_updateClassIndex(): Already know class: cis_inf_ep2_officer
uf_updateClassIndex(): Already know class: cis_inf_ep2_engineer
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f5dd5c2f: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f0dd5450: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large4"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f6dd5dc2: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f7dd5f55: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large3"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "cp2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=f1dd55e3: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large5"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cf793c9d: trying to replace "hoth_prop_trench_short" with "hoth_prop_trench_short1"
Message Severity: 2
.\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp2" control region
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
MissionVictory expects team number or list, got nilifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 17
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 18
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 19
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 21
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 22
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 23
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 25
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 26
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 27
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 29
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 30
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 31
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 33
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 34
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 35
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 37
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 38
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 39
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 41
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 42
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 43
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 45
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 46
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 47
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 49
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 50
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 51
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 53
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "RedShadingState" is full; raise count to at least 54
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]



