Log: Log file open, 01/17/22 21:35:07 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (64-bit): Jan 29 2015 19:35:41 Init: Changelist: 2424394 Init: Command line: -ini:UDKGame:DefaultPlayer.Name= Init: Base directory: G:\Renegade X\Binaries\Win64\ [0000.32] Init: Computer: USER-PC [0000.32] Init: User: User [0000.32] Init: CPU Page size=4096, Processors=4 [0000.32] Init: High frequency timer resolution =3.323613 MHz [0000.32] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=31.9GB Virtual=8192.0GB [0000.91] Log: Steam Client API initialized 1 [0002.15] Log: Steam Game Server API initialized 1 [0002.21] Init: WinSock: I am User-PC (192.168.1.5:0) [0002.21] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0002.21] Init: Object subsystem initialized [0002.86] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 760 [0002.86] Log: Adapter has 1979MB of dedicated video memory, 0MB of dedicated system memory, and 7916MB of shared system memory [0002.91] Log: Shader platform (RHI): PC-D3D-SM3 [0002.91] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0002.98] Log: PhysX GPU Support: DISABLED [0002.98] Init: Initializing FaceFX... [0002.99] Init: FaceFX 1.7.4 initialized. [0003.03] Init: XAudio2 using 'Headset Earphone (HyperX Virtual Surround Sound)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0003.15] Init: Waited 0.008 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0007.26] Init: Finished loading startup packages in 4.13 seconds [0007.27] Log: 80990 objects as part of root set at end of initial load. [0007.27] Log: 0 out of 0 bytes used by permanent object pool. [0007.59] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1) [0017.58] Log: Initializing Engine... [0017.64] Init: UEngine initialized [0017.66] Init: XAudio2Device initialized. [0018.54] Init: Client initialized [0020.70] Log: Initializing Steamworks [0020.75] Log: Logged in as '"User"' [0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.56] Warning: Warning, Failed to find object 'Class None.' [0021.98] Log: LoadMap: RenX-FrontEndMap?Name=?Team=1 [0022.62] Log: Game class is 'Rx_Game_MainMenu' [0022.64] Log: Primary PhysX scene will be in software. [0022.64] Log: Creating Primary PhysX Scene. [0022.65] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2022.01.17-21.35.29 [0022.76] ScriptLog: INITIAL: -1 -1 [0022.83] ScriptLog: Game profile Index was NONE [0022.88] ScriptLog: Gameplay events will not be recorded. [0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0022.88] ScriptLog: Failed to get GDI PT [0022.88] ScriptLog: Failed to get Nod PT [0022.88] ScriptLog: GDI:0.0000 [0022.88] ScriptLog: Failed to get GDI PT [0022.88] ScriptLog: Failed to get Nod PT [0022.88] ScriptLog: Nod:0.0000 [0022.88] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0023.04] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.584.211 [0028.93] Rx: MAPLoaded;RenX-FrontEndMap [0028.93] Log: Bringing up level for play took: 6.301815 [0029.06] Rx: PLAYERHWID;playerNod,256,"User"hwidm30342B9000003B9A [0029.06] Rx: PLAYEREnter;Nod,256,"User"fromhwidm30342B9000003B9Asteamid0x01100001040334F6 [0029.06] ScriptWarning: Accessed None 'AccessControl' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0029.06] Rx: PLAYERTeamJoin;Nod,256,"User"joinedNodscore0last round score0.0000time0.0000 [0029.06] Log: Current scalability system settings: [0029.06] Log: StaticDecals = FALSE (Whether to allow static decals.) [0029.06] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0029.06] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0029.06] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0029.06] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0029.06] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0029.06] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0029.06] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0029.06] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0029.06] Log: Bloom = TRUE (Whether to allow bloom.) [0029.06] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0029.06] Log: Distortion = FALSE (Whether to allow distortion.) [0029.06] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0029.06] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0029.06] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0029.06] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0029.06] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0029.06] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0029.06] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0029.06] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0029.06] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0029.06] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0029.06] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0029.06] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0029.06] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0029.06] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0029.06] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0029.06] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0029.06] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0029.06] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0029.06] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0029.06] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0029.06] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0029.06] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0029.06] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0029.06] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0029.06] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0029.06] Log: Current preference system settings: [0029.06] Log: UseVsync = FALSE (Whether to use VSync or not.) [0029.06] Log: Fullscreen = TRUE (Fullscreen.) [0029.06] Log: ResX = 1280 (Screen X resolution.) [0029.06] Log: ResY = 720 (Screen Y resolution.) [0029.06] Log: Current debug system settings: [0029.06] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0029.06] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0029.06] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0029.06] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0029.06] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0029.06] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0029.06] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0029.06] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0029.06] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0029.06] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0029.06] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0029.06] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0029.06] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0029.06] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0029.06] Log: bAllowTemporalAA = FALSE (UKNOWN) [0029.06] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0029.06] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0029.06] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0029.06] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0029.06] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0029.06] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0029.06] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0029.06] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0029.06] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0029.06] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0029.06] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0029.06] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0029.06] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0029.06] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0029.06] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0029.06] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0029.06] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0029.06] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0029.06] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0029.06] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0029.06] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0029.06] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0029.06] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0029.06] Log: Current unknown system settings: [0029.06] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0029.06] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0029.06] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0029.06] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0029.06] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0029.06] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0029.06] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0029.06] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0029.06] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0029.06] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0029.06] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0029.06] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0029.06] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0029.06] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0029.06] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0029.06] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0029.06] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0029.06] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0029.06] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0029.06] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0029.06] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0029.06] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.06] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.06] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0029.06] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0029.06] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0029.06] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0029.06] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0029.06] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0029.06] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0029.06] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0029.06] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0029.06] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0029.06] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0029.06] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0029.06] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0029.06] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0029.06] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0029.06] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0029.06] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0029.06] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0029.06] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0029.06] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0029.06] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0029.06] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0029.06] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0029.06] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0029.06] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0029.06] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0029.06] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0029.06] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0029.06] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0029.06] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0029.06] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0029.06] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0029.06] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0029.06] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0029.06] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0029.06] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0029.06] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0029.06] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0029.06] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0029.06] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0029.06] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0029.06] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0029.06] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0029.06] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0029.06] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0029.06] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0029.06] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0029.06] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0029.06] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0029.06] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0029.06] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0029.06] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0029.06] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0029.06] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0029.06] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0029.08] Log: Listing all sound classes. [0029.08] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0029.08] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0029.08] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0029.08] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0029.08] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0029.08] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0029.08] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0029.08] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0029.08] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0029.08] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0029.08] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0029.08] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0029.08] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0029.08] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0029.08] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0029.08] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0029.08] Log: Class 'UnGrouped' has 630 resident sounds taking 92080.09 kb, and 110 real time sounds taking 2599.97 kb [0029.08] Log: 1562 total sounds in 17 classes [0029.08] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0029.80] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1) [0029.80] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0029.80] Log: ########### Finished loading level: 7.822181 seconds [0029.81] Log: Flushing async loaders. [0034.84] Log: Flushed async loaders. [0034.84] Init: Game engine initialized [0034.84] Log: Initializing Engine Completed [0034.89] Log: >>>>>>>>>>>>>> Initial startup: 34.89s <<<<<<<<<<<<<<< [0034.89] Log: Current scalability system settings: [0034.89] Log: StaticDecals = FALSE (Whether to allow static decals.) [0034.89] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0034.89] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0034.89] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0034.89] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0034.89] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0034.89] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0034.89] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0034.89] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0034.89] Log: Bloom = TRUE (Whether to allow bloom.) [0034.89] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0034.89] Log: Distortion = FALSE (Whether to allow distortion.) [0034.89] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0034.89] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0034.89] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0034.89] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0034.89] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0034.89] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0034.89] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0034.89] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0034.89] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0034.89] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0034.89] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0034.89] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0034.89] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0034.89] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0034.89] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0034.89] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0034.89] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0034.89] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0034.89] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0034.89] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0034.89] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0034.89] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0034.89] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0034.89] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0034.89] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0034.89] Log: Current preference system settings: [0034.89] Log: UseVsync = FALSE (Whether to use VSync or not.) [0034.89] Log: Fullscreen = TRUE (Fullscreen.) [0034.89] Log: ResX = 1280 (Screen X resolution.) [0034.89] Log: ResY = 720 (Screen Y resolution.) [0034.89] Log: Current debug system settings: [0034.89] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0034.89] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0034.89] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0034.89] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0034.89] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0034.89] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0034.89] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0034.89] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0034.89] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0034.89] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0034.89] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0034.89] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0034.89] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0034.89] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0034.89] Log: bAllowTemporalAA = FALSE (UKNOWN) [0034.89] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0034.89] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0034.89] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0034.89] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0034.89] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0034.89] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0034.89] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0034.89] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0034.89] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0034.89] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0034.89] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0034.89] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0034.89] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0034.89] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0034.89] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0034.89] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0034.89] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0034.89] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0034.89] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0034.89] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0034.89] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0034.89] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0034.89] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0034.89] Log: Current unknown system settings: [0034.89] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0034.89] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0034.89] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0034.89] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0034.89] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0034.89] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0034.89] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0034.89] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0034.89] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0034.89] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0034.89] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0034.89] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0034.89] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0034.89] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0034.89] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0034.89] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0034.89] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0034.89] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0034.89] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0034.89] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0034.89] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0034.89] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0034.89] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0034.89] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0034.89] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0034.89] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0034.89] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0034.89] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0034.89] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0034.89] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0034.89] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0034.89] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0034.89] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0034.89] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0034.89] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0034.89] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0034.89] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0034.89] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0034.89] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0034.89] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0034.89] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0034.89] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0034.89] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0034.89] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0034.89] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0034.89] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0034.89] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0034.89] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0034.89] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0034.89] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0034.89] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0034.89] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0034.89] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0034.89] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0034.89] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0034.89] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0034.89] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0034.89] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0034.89] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0034.89] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0034.89] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0034.89] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0034.89] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0034.89] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0034.89] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0034.89] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0034.89] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0034.89] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0034.89] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0034.89] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0034.89] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0034.89] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0034.89] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0034.89] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0034.89] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0034.89] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0034.89] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0034.89] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0034.90] Log: Listing all sound classes. [0034.90] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0034.90] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0034.90] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0034.90] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0034.90] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0034.90] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0034.90] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0034.90] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0034.90] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0034.90] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0034.90] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0034.90] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0034.90] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0034.90] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0034.90] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0034.90] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0034.90] Log: Class 'UnGrouped' has 630 resident sounds taking 92080.09 kb, and 110 real time sounds taking 2599.97 kb [0034.90] Log: 1562 total sounds in 17 classes [0035.05] Log: Bool AmbientOcclusion set to 0 [0035.07] Log: BloomThreshold = 1 [0038.85] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0038.91] ScriptLog: Name - Arctic Stronghold [0038.91] ScriptLog: Name - Canyon [0038.91] ScriptLog: Name - Cliff Side [0038.91] ScriptLog: Name - Complex [0038.91] ScriptLog: Name - Crash Site [0038.91] ScriptLog: Name - Daybreak [0038.91] ScriptLog: Name - Desolation [0038.91] ScriptLog: Name - Desolation - Winter [0038.91] ScriptLog: Name - Eyes [0038.91] ScriptLog: Name - Field [0038.91] ScriptLog: Name - Field - Winter [0038.91] ScriptLog: Name - Field X [0038.91] ScriptLog: Name - Forest [0038.91] ScriptLog: Name - Goldrush [0038.91] ScriptLog: Name - Hourglass [0038.91] ScriptLog: Name - Islands [0038.91] ScriptLog: Name - Islands X [0038.91] ScriptLog: Name - Lakeside [0038.91] ScriptLog: Name - Lakeside - Winter [0038.91] ScriptLog: Name - Mesa [0038.91] ScriptLog: Name - Oasis [0038.91] ScriptLog: Name - Outposts [0038.91] ScriptLog: Name - Reservoir [0038.91] ScriptLog: Name - Reservoir - Winter [0038.91] ScriptLog: Name - Snow [0038.91] ScriptLog: Name - Snow X [0038.91] ScriptLog: Name - Steppe [0038.91] ScriptLog: Name - Storm [0038.91] ScriptLog: Name - Tomb [0038.91] ScriptLog: Name - Toxicity [0038.91] ScriptLog: Name - Tunnels [0038.91] ScriptLog: Name - Under [0038.91] ScriptLog: Name - Uphill [0038.91] ScriptLog: Name - Volcano [0038.91] ScriptLog: Name - Walls [0038.91] ScriptLog: Name - Walls - Winter [0038.91] ScriptLog: Name - Whiteout [0038.91] ScriptLog: Name - Xmountain [0038.91] ScriptLog: Name - Arctic Stronghold [0038.91] ScriptLog: Name - Canyon [0038.91] ScriptLog: Name - Cliff Side [0038.91] ScriptLog: Name - Complex [0038.91] ScriptLog: Name - Crash Site [0038.91] ScriptLog: Name - Daybreak [0038.91] ScriptLog: Name - Desolation [0038.91] ScriptLog: Name - Desolation - Winter [0038.91] ScriptLog: Name - Eyes [0038.91] ScriptLog: Name - Field [0038.91] ScriptLog: Name - Field - Winter [0038.91] ScriptLog: Name - Field X [0038.91] ScriptLog: Name - Forest [0038.91] ScriptLog: Name - Goldrush [0038.91] ScriptLog: Name - Hourglass [0038.91] ScriptLog: Name - Islands [0038.91] ScriptLog: Name - Islands X [0038.91] ScriptLog: Name - Lakeside [0038.91] ScriptLog: Name - Lakeside - Winter [0038.91] ScriptLog: Name - Mesa [0038.91] ScriptLog: Name - Oasis [0038.91] ScriptLog: Name - Outposts [0038.91] ScriptLog: Name - Reservoir [0038.91] ScriptLog: Name - Reservoir - Winter [0038.91] ScriptLog: Name - Snow [0038.91] ScriptLog: Name - Snow X [0038.91] ScriptLog: Name - Steppe [0038.91] ScriptLog: Name - Storm [0038.91] ScriptLog: Name - Tomb [0038.91] ScriptLog: Name - Toxicity [0038.91] ScriptLog: Name - Tunnels [0038.91] ScriptLog: Name - Under [0038.91] ScriptLog: Name - Uphill [0038.91] ScriptLog: Name - Volcano [0038.91] ScriptLog: Name - Walls [0038.91] ScriptLog: Name - Walls - Winter [0038.91] ScriptLog: Name - Whiteout [0038.91] ScriptLog: Name - Xmountain [0046.18] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0046.18] Log: DumpAvailableResolutions [0046.18] Log: 1920x1080 [0046.18] Log: 1920x1080 [0046.18] Log: 640x480 [0046.18] Log: 640x480 [0046.18] Log: 720x480 [0046.18] Log: 720x480 [0046.18] Log: 720x576 [0046.18] Log: 720x576 [0046.18] Log: 800x600 [0046.18] Log: 800x600 [0046.18] Log: 1024x768 [0046.18] Log: 1024x768 [0046.18] Log: 1152x864 [0046.18] Log: 1152x864 [0046.18] Log: 1280x720 [0046.18] Log: 1280x720 [0046.18] Log: 1280x768 [0046.18] Log: 1280x768 [0046.18] Log: 1280x800 [0046.18] Log: 1280x800 [0046.18] Log: 1280x960 [0046.18] Log: 1280x960 [0046.18] Log: 1280x1024 [0046.18] Log: 1280x1024 [0046.18] Log: 1360x768 [0046.18] Log: 1360x768 [0046.18] Log: 1366x768 [0046.18] Log: 1366x768 [0046.18] Log: 1600x900 [0046.18] Log: 1600x900 [0046.18] Log: 1600x1024 [0046.18] Log: 1600x1024 [0046.18] Log: 1680x1050 [0046.18] Log: 1680x1050 [0046.19] ScriptLog: Unknown Widget: SettingsVideoView [0048.00] ScriptLog: Unknown Widget: SettingsAudioView [0065.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0066.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.78] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0067.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.13] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0068.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.73] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0069.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0078.62] ScriptLog: OutURL is: NC-Storm?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0078.62] ScriptLog: Command: ->> open CNC-Storm?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0078.64] Log: LoadMap: CNC-Storm?Name=?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0078.64] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0078.66] Log: --- LOADING MOVIE START --- [0078.75] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0078.76] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1) [0078.76] Rx: PLAYERExit;Nod,256,"User" [0084.78] Warning: Warning, Failed to compile Material Instance RX_Env_Storm.Materials.Instances.M_Shader_Landscape_Storm_INST with Base M_Shader_Landscape for platform PC-D3D-SM3, Default Material will be used in game. [0084.89] Log: Incomplete cached shader map for material MDecal_TibCracks_2, quality 0, compiling. [0090.57] Log: Game class is 'Rx_Game' [0090.77] Log: Primary PhysX scene will be in software. [0090.77] Log: Creating Primary PhysX Scene. [0090.98] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.StaticMeshActor_1703 Component: StaticMeshComponent_1182 StaticMesh: RX_Piek.Static.SM_BunkerPC (Scale: 0.500000 0.500000 0.500000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0091.21] Log: Bringing World CNC-Storm.TheWorld up for play (0) at 2022.01.17-21.36.38 [0091.62] ScriptLog: INITIAL: -1 -1 [0091.63] ScriptLog: Game profile Index was NONE [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0091.65] ScriptLog: Gameplay events will not be recorded. [0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0091.65] ScriptLog: GDI:1.0000 [0091.65] ScriptLog: Nod:1.0000 [0091.65] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0091.87] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_9 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0091.88] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_57 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_EndGamePedestal (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5979.24,7279.87,-3032.89 With a Rotation of 0,3072,0 [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5805.80,7442.31,-3032.89 With a Rotation of 0,13995,0 [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5925.28,7048.44,-3032.89 With a Rotation of 0,-7851,0 [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5697.88,6979.46,-3032.89 With a Rotation of 0,-18773,0 [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5524.44,7141.91,-3032.89 With a Rotation of 0,-29696,0 [0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5578.40,7373.33,-3032.89 With a Rotation of 0,24917,0 [0092.33] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_29 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0092.34] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0092.43] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_1.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0092.44] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_1 [0092.53] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_31 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0 [0092.53] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_CommCentre_Internals_0 [0092.63] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.584.211 [0092.64] Rx: MAPLoaded;CNC-Storm [0092.64] Log: Bringing up level for play took: 2.068410 [0092.76] Rx: PLAYERHWID;playerGDI,257,"User"hwidm30342B9000003B9A [0092.76] Rx: PLAYEREnter;GDI,257,"User"fromhwidm30342B9000003B9Asteamid0x01100001040334F6 [0092.76] ScriptWarning: Accessed None 'AccessControl' Rx_Game CNC-Storm.TheWorld:PersistentLevel.Rx_Game_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0092.76] Rx: PLAYERTeamJoin;GDI,257,"User"joinedGDIscore0last round score0.0000time0.0000 [0092.76] Rx: MAPStart;CNC-Storm [0092.76] Error: Can't start an online game that hasn't been created [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0092.76] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0092.76] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,Bryan Kloosterboer [0092.76] Rx: GAMESpawn;botGDI,b258,Bryan Kloosterboer [0092.76] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0092.76] ScriptLog: added red bot [0092.77] Rx: GAMESpawn;playerGDI,b259,GDI Map!characterRx_FamilyInfo_GDI_Soldier [0092.77] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b259,GDI Map! [0092.77] Rx: GAMESpawn;botGDI,b259,GDI Map! [0092.77] ScriptLog: added red bot [0092.78] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier [0092.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Belgian Chocolate [0092.78] Rx: GAMESpawn;botGDI,b260,Belgian Chocolate [0092.78] ScriptLog: added red bot [0092.78] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier [0092.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b261,Jos Vermeulen [0092.79] Rx: GAMESpawn;botGDI,b261,Jos Vermeulen [0092.79] ScriptLog: added red bot [0092.79] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0092.79] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b262,Daniel Böckmann [0092.79] Rx: GAMESpawn;botGDI,b262,Daniel Böckmann [0092.79] ScriptLog: added red bot [0092.80] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier [0092.80] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b263,Martin Sanchez [0092.80] Rx: GAMESpawn;botGDI,b263,Martin Sanchez [0092.80] ScriptLog: added red bot [0092.80] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier [0092.80] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b264,Ryan Wongwai [0092.81] Rx: GAMESpawn;botGDI,b264,Ryan Wongwai [0092.81] ScriptLog: added red bot [0092.81] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier [0092.81] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b265,NodElite [0092.82] Rx: GAMESpawn;botGDI,b265,NodElite [0092.82] ScriptLog: added red bot [0092.82] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier [0092.82] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b266,Nod Map! [0092.82] Rx: GAMESpawn;botGDI,b266,Nod Map! [0092.82] ScriptLog: added red bot [0092.83] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier [0092.83] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b267,Left Handed [0092.83] Rx: GAMESpawn;botGDI,b267,Left Handed [0092.83] ScriptLog: added red bot [0092.83] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier [0092.83] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b268,Aaron Kaufman [0092.85] Rx: GAMESpawn;botGDI,b268,Aaron Kaufman [0092.85] ScriptLog: added red bot [0092.85] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier [0092.85] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b269,Craig Emmott [0092.85] Rx: GAMESpawn;botGDI,b269,Craig Emmott [0092.85] ScriptLog: added red bot [0092.86] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier [0092.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b270,I DESLIKE YOU. [0092.86] Rx: GAMESpawn;botGDI,b270,I DESLIKE YOU. [0092.86] ScriptLog: added red bot [0092.86] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier [0092.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b271,Zack Loveless [0092.87] Rx: GAMESpawn;botGDI,b271,Zack Loveless [0092.87] ScriptLog: added red bot [0092.87] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0092.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b272,Annoying Turtle [0092.87] Rx: GAMESpawn;botGDI,b272,Annoying Turtle [0092.87] ScriptLog: added red bot [0092.87] ScriptLog: GDIDifficulty7 [0092.88] Rx: GAMESpawn;playerNod,b273,Christoph HeinrichcharacterRx_FamilyInfo_Nod_Soldier [0092.88] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b273,Christoph Heinrich [0092.88] Rx: GAMESpawn;botNod,b273,Christoph Heinrich [0092.88] ScriptLog: added blue bot [0092.88] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier [0092.88] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b274,Ben Rayeske [0092.89] Rx: GAMESpawn;botNod,b274,Ben Rayeske [0092.89] ScriptLog: added blue bot [0092.89] Rx: GAMESpawn;playerNod,b275,SlaviccharacterRx_FamilyInfo_Nod_Soldier [0092.89] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b275,Slavic [0092.90] Rx: GAMESpawn;botNod,b275,Slavic [0092.90] ScriptLog: added blue bot [0092.90] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier [0092.90] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b276,Eric Gooch [0092.90] Rx: GAMESpawn;botNod,b276,Eric Gooch [0092.90] ScriptLog: added blue bot [0092.91] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0092.91] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b277,Starman Explorer [0092.91] Rx: GAMESpawn;botNod,b277,Starman Explorer [0092.91] ScriptLog: added blue bot [0092.92] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier [0092.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b278,Ruud Gunnewiek [0092.92] Rx: GAMESpawn;botNod,b278,Ruud Gunnewiek [0092.92] ScriptLog: added blue bot [0092.92] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0092.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan [0092.92] Rx: GAMESpawn;botNod,b279,Sean Nolan [0092.92] ScriptLog: added blue bot [0092.93] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier [0092.93] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b280,Kris Ducote [0092.93] Rx: GAMESpawn;botNod,b280,Kris Ducote [0092.93] ScriptLog: added blue bot [0092.94] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier [0092.94] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b281,Mark Phillips [0092.94] Rx: GAMESpawn;botNod,b281,Mark Phillips [0092.94] ScriptLog: added blue bot [0092.95] Rx: GAMESpawn;playerNod,b282,Martin PalkocharacterRx_FamilyInfo_Nod_Soldier [0092.95] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b282,Martin Palko [0092.95] Rx: GAMESpawn;botNod,b282,Martin Palko [0092.95] ScriptLog: added blue bot [0092.96] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier [0092.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b283,Sam Mayhew [0092.96] Rx: GAMESpawn;botNod,b283,Sam Mayhew [0092.96] ScriptLog: added blue bot [0092.96] Rx: GAMESpawn;playerNod,b284,TTFPcharacterRx_FamilyInfo_Nod_Soldier [0092.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b284,TTFP [0092.97] Rx: GAMESpawn;botNod,b284,TTFP [0092.97] ScriptLog: added blue bot [0092.97] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier [0092.97] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b285,An Imaginary Base [0092.97] Rx: GAMESpawn;botNod,b285,An Imaginary Base [0092.97] ScriptLog: added blue bot [0092.98] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier [0092.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b286,Brett Sperry [0092.98] Rx: GAMESpawn;botNod,b286,Brett Sperry [0092.98] ScriptLog: added blue bot [0092.99] Rx: GAMESpawn;playerNod,b287,MantankcharacterRx_FamilyInfo_Nod_Soldier [0092.99] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b287,Mantank [0092.99] Rx: GAMESpawn;botNod,b287,Mantank [0092.99] ScriptLog: added blue bot [0093.00] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier [0093.00] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b288,Evan Brooks [0093.00] Rx: GAMESpawn;botNod,b288,Evan Brooks [0093.00] ScriptLog: added blue bot [0093.00] ScriptLog: NODDifficulty7 [0093.00] ScriptLog: START MATCH [0093.00] Log: Current scalability system settings: [0093.00] Log: StaticDecals = FALSE (Whether to allow static decals.) [0093.00] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0093.00] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0093.00] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0093.00] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0093.00] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0093.00] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0093.00] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0093.00] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0093.00] Log: Bloom = TRUE (Whether to allow bloom.) [0093.00] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0093.00] Log: Distortion = FALSE (Whether to allow distortion.) [0093.00] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0093.00] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0093.00] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0093.00] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0093.00] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0093.00] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0093.00] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0093.00] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0093.00] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0093.00] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0093.00] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0093.00] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0093.00] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0093.00] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0093.00] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0093.00] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0093.00] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0093.00] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0093.00] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0093.00] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0093.00] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0093.00] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0093.00] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0093.00] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0093.00] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0093.01] Log: Current preference system settings: [0093.01] Log: UseVsync = FALSE (Whether to use VSync or not.) [0093.01] Log: Fullscreen = TRUE (Fullscreen.) [0093.01] Log: ResX = 1280 (Screen X resolution.) [0093.01] Log: ResY = 720 (Screen Y resolution.) [0093.01] Log: Current debug system settings: [0093.01] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0093.01] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0093.01] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0093.01] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0093.01] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0093.01] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0093.01] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0093.01] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0093.01] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0093.01] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0093.01] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0093.01] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0093.01] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0093.01] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0093.01] Log: bAllowTemporalAA = FALSE (UKNOWN) [0093.01] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0093.01] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0093.01] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0093.01] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0093.01] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0093.01] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0093.01] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0093.01] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0093.01] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0093.01] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0093.01] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0093.01] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0093.01] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0093.01] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0093.01] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0093.01] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0093.01] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0093.01] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0093.01] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0093.01] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0093.01] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0093.01] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0093.01] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0093.01] Log: Current unknown system settings: [0093.01] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0093.01] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0093.01] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0093.01] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0093.01] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0093.01] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0093.01] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0093.01] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0093.01] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0093.01] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0093.01] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0093.01] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0093.01] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0093.01] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0093.01] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0093.01] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0093.01] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0093.01] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0093.01] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0093.01] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0093.01] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0093.01] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0093.01] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0093.01] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0093.01] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0093.01] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0093.01] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0093.01] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0093.01] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0093.01] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0093.01] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0093.01] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0093.01] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0093.01] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0093.01] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0093.01] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0093.01] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0093.01] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0093.01] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0093.01] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0093.01] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0093.01] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0093.01] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0093.01] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0093.01] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0093.01] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0093.01] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0093.01] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0093.01] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0093.01] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0093.01] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0093.01] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0093.01] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0093.01] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0093.01] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0093.01] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0093.01] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0093.01] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0093.01] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0093.01] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0093.01] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0093.01] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0093.01] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0093.01] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0093.01] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0093.01] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0093.01] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0093.01] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0093.01] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0093.01] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0093.01] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0093.01] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0093.01] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0093.01] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0093.01] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0093.01] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0093.01] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0093.01] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0093.03] Log: Listing all sound classes. [0093.03] Log: Class 'Item' has 32 resident sounds taking 4185.23 kb, and 1 real time sounds taking 8.89 kb [0093.03] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0093.03] Log: Class 'Weapon' has 272 resident sounds taking 70548.19 kb, and 6 real time sounds taking 444.36 kb [0093.03] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0093.03] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0093.03] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0093.03] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0093.03] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0093.03] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0093.03] Log: Class 'Ambient' has 37 resident sounds taking 16698.33 kb, and 23 real time sounds taking 2969.96 kb [0093.03] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0093.03] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0093.03] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0093.03] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0093.03] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0093.03] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0093.03] Log: Class 'Master' has 2 resident sounds taking 2634.57 kb, and 2 real time sounds taking 273.16 kb [0093.03] Log: Class 'UnGrouped' has 617 resident sounds taking 91863.12 kb, and 117 real time sounds taking 5165.58 kb [0093.03] Log: 1616 total sounds in 18 classes [0093.03] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0093.04] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0093.05] ScriptLog: PositionModX : 0.0000 [0093.05] ScriptLog: PositionModY : 52.5000 [0093.06] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1) [0093.06] Log: ########### Finished loading level: 14.417837 seconds [0096.71] Log: Save=3654.959527 [0096.71] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_29 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_1.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_31 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0 [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0097.69] Log: --- LOADING MOVIE TIME: 19.0 sec --- [0097.70] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier [0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2 [0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_92 [0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_91 [0101.70] Log: Bool AmbientOcclusion set to 0 [0102.98] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0102.98] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod [0128.58] ScriptLog: Probability Sum: 0.3500 [0128.58] ScriptWarning: Accessed array 'Rx_Bot_Waypoints_7.ActiveModifications' out of bounds (-1/0) Rx_Bot_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_Bot_Waypoints_7 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0128.58] ScriptWarning: Attempt to assign variable through None Rx_Bot_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_Bot_Waypoints_7 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0128.58] Rx: GAMECrate;speedbyGDI,b265,NodElite [0131.36] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,b276,Eric GoochwithRx_DmgType_FlameThrower [0138.09] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier [0138.09] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b263,Martin Sanchez [0138.30] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b278,Ruud GunnewiekwithRx_DmgType_AutoRifle [0140.59] Rx: GAMEDeath;playerNod,b278,Ruud GunnewiekbyGDI,b272,Annoying TurtlewithRx_DmgType_AutoRifle [0141.83] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b283,Sam MayhewwithRx_DmgType_FlameThrower [0144.39] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier [0144.39] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b269,Craig Emmott [0146.34] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b271,Zack LovelesswithRx_DmgType_MarksmanRifle [0146.94] Rx: GAMEDeath;playerGDI,b268,Aaron KaufmanbyNod,b282,Martin PalkowithRx_DmgType_MarksmanRifle [0148.55] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b279,Sean NolanwithRx_DmgType_AutoRifle [0151.05] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b270,I DESLIKE YOU.withRx_DmgType_AutoRifle [0153.22] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b283,Sam MayhewwithRx_DmgType_FlameThrower [0155.77] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0155.77] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b277,Starman Explorer [0156.29] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier [0156.29] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b278,Ruud Gunnewiek [0156.96] Rx: GAMEDeath;playerGDI,b265,NodElitebyNod,ai,TurretwithRx_DmgType_Turret [0158.49] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0158.49] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b272,Annoying Turtle [0159.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0159.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0161.91] Rx: GAMEDeath;playerGDI,b264,Ryan WongwaibyNod,ai,TurretwithRx_DmgType_Turret [0162.58] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier [0162.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b268,Aaron Kaufman [0163.22] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b261,Jos VermeulenonRx_BuildingAttachment_MCTnearAirstripat5794.77,7435.08,-3335.15 [0163.44] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier [0163.44] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b276,Eric Gooch [0169.66] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,ai,TurretwithRx_DmgType_Turret [0170.51] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b259,GDI Map!onRx_BuildingAttachment_MCTnearAirstripat5848.16,7428.42,-3338.73 [0171.16] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,257,"User"onStaticMeshActornearNod Base - Bridge Base Entrance - Infantry Pathat6084.93,4066.36,-3082.96 [0171.55] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0172.95] Rx: GAMEDeath;playerGDI,b261,Jos Vermeulensuicide byRx_DmgType_GrenadeLauncher [0174.05] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier [0174.05] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b271,Zack Loveless [0175.13] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b278,Ruud GunnewiekwithRx_DmgType_ChemicalThrower [0175.41] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier [0175.41] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b270,I DESLIKE YOU. [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3960) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3959) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3958) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3957) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3956) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3955) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3954) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3953) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3952) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3951) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3950) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3949) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3948) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3947) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3946) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3945) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3944) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3943) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3942) during async work! [0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3941) during async work! [0176.41] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier [0176.41] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b266,Nod Map! [0177.19] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0177.19] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Daniel Böckmann [0177.73] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0178.54] Rx: GAMEDeath;playerGDI,b267,Left HandedbyNod,ai,TurretwithRx_DmgType_Turret [0179.69] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier [0179.69] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b267,Left Handed [0179.71] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0180.58] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier [0180.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b265,NodElite [0183.17] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0183.17] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b279,Sean Nolan [0185.27] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,ai,Guard TowerwithRx_DmgType_TiberiumBleed [0186.01] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier [0186.01] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Ryan Wongwai [0186.30] Rx: GAMEDeath;playerNod,b273,Christoph HeinrichbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0186.33] Rx: GAMEDeath;playerGDI,b259,GDI Map!suicide byRx_DmgType_GrenadeLauncher [0188.18] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,ai,HarvesterwithRx_DmgType_Pancake [0190.45] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,ai,TurretwithRx_DmgType_Turret [0190.57] Rx: GAMESpawn;playerNod,b273,Christoph HeinrichcharacterRx_FamilyInfo_Nod_Soldier [0190.57] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b273,Christoph Heinrich [0191.59] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearAirstripat5794.77,7435.08,-3335.15byGDI,b261,Jos Vermeulen [0191.59] ScriptWarning: Accessed None 'Pawn' Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_17 Function RenX_Game.Rx_Pawn:TakeRadiusDamage:01E1 [0192.46] Rx: GAMEDeath;playerNod,b281,Mark PhillipsbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0194.58] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier [0194.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b261,Jos Vermeulen [0195.82] Rx: GAMEPurchase;vehicleRx_Vehicle_APC_NodbyNod,b273,Christoph Heinrich [0195.95] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier [0195.95] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b280,Kris Ducote [0196.14] Rx: GAMEDeath;playerNod,b287,MantankbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0196.57] Rx: GAMEDeath;playerGDI,b260,Belgian ChocolatebyNod,b285,An Imaginary BasewithRx_DmgType_MarksmanRifle [0198.59] Rx: GAMEDeath;playerNod,b282,Martin Palkodied byRx_DmgType_TiberiumBleed [0198.88] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearAirstripat5848.16,7428.42,-3338.73byGDI,b259,GDI Map! [0198.88] ScriptWarning: Accessed None 'Pawn' Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_17 Function RenX_Game.Rx_Pawn:TakeRadiusDamage:01E1 [0198.88] Rx: GAMEDeath;playerNod,b275,SlavicbyGDI,b259,GDI Map!withRx_DmgType_TimedC4 [0199.08] Rx: GAMEDeath;playerGDI,257,"User"byNod,b278,Ruud GunnewiekwithRx_DmgType_ChemicalThrower [0199.08] ScriptLog: was unable to find the Constraint!!! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_49! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_TiberiumDmg_16! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_49! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.11] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.45] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Base - Bridge Base Entrance - Infantry Pathat6084.93,4066.36,-3082.96byGDI,257,"User" [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13! [0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7! [0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.82] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b261,Jos Vermeulen [0199.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.85] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.85] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0199.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0199.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14! [0200.03] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_31 Function RenX_Game.Rx_Pawn:DoingDeathAnim:02DE [0201.31] Rx: GAMESpawn;playerGDI,b259,GDI Map!characterRx_FamilyInfo_GDI_Soldier [0201.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b259,GDI Map! [0202.08] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier [0202.08] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b283,Sam Mayhew [0202.16] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier [0202.83] Rx: GAMEDeath;playerNod,b278,Ruud GunnewiekbyGDI,b269,Craig EmmottwithRx_DmgType_FlakCannon_Alt [0202.83] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0202.89] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0204.59] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier [0204.59] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b274,Ben Rayeske [0205.65] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0205.65] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b258,Bryan Kloosterboer [0206.55] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b259,GDI Map! [0207.27] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier [0207.27] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b288,Evan Brooks [0210.84] Rx: GAMEDeath;playerNod,b285,An Imaginary BasebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0210.98] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b265,NodElitewithRx_DmgType_MissileLauncher_Alt [0212.98] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier [0212.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b281,Mark Phillips [0213.36] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0213.49] Rx: GAMESpawn;playerNod,b275,SlaviccharacterRx_FamilyInfo_Nod_Soldier [0213.50] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b275,Slavic [0213.62] ScriptWarning: Accessed None 'V' Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_22 Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5 [0214.07] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier [0214.07] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b285,An Imaginary Base [0214.96] Rx: GAMEDeath;playerGDI,b268,Aaron KaufmanbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0216.19] Rx: GAMESpawn;playerNod,b282,Martin PalkocharacterRx_FamilyInfo_Nod_Soldier [0216.19] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b282,Martin Palko [0220.07] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_ChainGun [0220.31] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier [0220.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b260,Belgian Chocolate [0220.41] ScriptWarning: Accessed None 'V' Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_22 Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5 [0220.76] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0221.43] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b282,Martin Palko [0221.52] Rx: GAMESpawn;playerNod,b287,MantankcharacterRx_FamilyInfo_Nod_Soldier [0221.52] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b287,Mantank [0223.61] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier [0223.61] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b276,Eric Gooch [0224.07] Rx: GAMEDeath;playerNod,b286,Brett SperrybyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0226.73] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier [0226.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b278,Ruud Gunnewiek [0226.76] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b287,Mantank [0227.54] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0227.54] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b272,Annoying Turtle [0227.90] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0227.91] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b277,Starman Explorer [0234.26] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,b266,Nod Map!withRx_DmgType_ChainGun [0236.06] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier [0236.06] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b268,Aaron Kaufman [0236.13] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,b266,Nod Map!withRx_DmgType_ChainGun [0236.29] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b278,Ruud Gunnewiek [0237.63] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0237.63] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan [0237.96] ScriptWarning: Accessed None 'V' Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_32 Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5 [0237.97] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b281,Mark PhillipswithRx_DmgType_APC_Nod [0239.50] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier [0239.50] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b269,Craig Emmott [0240.03] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier [0240.03] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b286,Brett Sperry [0240.45] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0240.45] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b262,Daniel Böckmann [0240.63] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,ai,TurretwithRx_DmgType_Turret [0241.31] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b268,Aaron Kaufman [0244.20] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,b270,I DESLIKE YOU.withRx_DmgType_MarksmanRifle [0251.15] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_ChainGun [0252.37] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,257,"User"onLandscapenearNod Field - Crossroads - Vehicle Pathat-2147.86,5312.63,-3024.51 [0258.56] Rx: GAMEDeath;playerGDI,b265,NodElitebyNod,b286,Brett SperrywithRx_DmgType_AutoRifle [0259.67] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier [0259.67] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b288,Evan Brooks [0259.84] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b281,Mark PhillipswithRx_DmgType_AutoRifle [0260.50] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b285,An Imaginary BasewithRx_DmgType_LaserChainGun [0261.34] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0262.70] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier [0262.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b266,Nod Map! [0263.02] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0263.15] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier [0263.15] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b263,Martin Sanchez [0263.96] Rx: GAMEDeath;playerGDI,b267,Left HandedbyNod,b287,MantankwithRx_DmgType_LightTank [0264.49] Rx: GAMEDeath;playerGDI,b264,Ryan WongwaibyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0266.39] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier [0266.39] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b280,Kris Ducote [0269.04] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod [0269.53] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0269.53] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b277,Starman Explorer [0271.24] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0271.24] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b272,Annoying Turtle [0271.64] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b280,Kris Ducote [0272.31] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier [0272.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b267,Left Handed [0274.29] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,b261,Jos VermeulenwithRx_DmgType_Humvee [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4154) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4155) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4156) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4157) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4158) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4159) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4160) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4161) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4162) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4163) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4164) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4165) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4166) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4167) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4168) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4169) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4170) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3614) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3615) during async work! [0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3616) during async work! [0276.68] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0276.68] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b258,Bryan Kloosterboer [0278.37] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b260,Belgian ChocolateonLandscapenearNod Field - Lower Path - Vehicle Pathat-291.74,4824.18,-3286.54 [0280.40] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b273,Christoph HeinrichwithRx_DmgType_Headshot [0280.45] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Field - Crossroads - Vehicle Pathat-2147.86,5312.63,-3024.51byGDI,257,"User" [0282.42] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier [0282.42] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b271,Zack Loveless [0282.71] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier [0282.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b265,NodElite [0283.59] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier [0283.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b270,I DESLIKE YOU. [0285.97] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0286.85] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier [0286.85] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Ryan Wongwai [0287.93] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier [0287.93] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b274,Ben Rayeske [0292.09] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b264,Ryan Wongwai [0293.26] Rx: GAMEDeath;playerGDI,b260,Belgian ChocolatebyNod,b281,Mark PhillipswithRx_DmgType_AutoRifle [0295.05] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier [0295.05] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b283,Sam Mayhew [0295.60] Rx: GAMEDeath;playerNod,b281,Mark PhillipsbyGDI,b265,NodElitewithRx_DmgType_TacticalRifle [0296.68] Rx: GAMEDestroyed;vehicleRx_Vehicle_HumveebyNod,b278,Ruud GunnewiekwithRx_DmgType_Buggy [0297.18] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0297.18] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Daniel Böckmann [0298.97] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b277,Starman ExplorerwithRx_DmgType_AutoRifle [0302.09] Rx: GAMEDeath;playerGDI,b261,Jos VermeulenbyNod,b278,Ruud GunnewiekwithRx_DmgType_Buggy [0306.56] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Field - Lower Path - Vehicle Pathat-291.74,4824.18,-3286.54byGDI,b260,Belgian Chocolate [0309.92] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier [0309.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b281,Mark Phillips [0315.83] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher [0316.23] Rx: GAMEDeath;playerNod,b276,Eric Goochdied byRx_DmgType_Tiberium [0318.18] Rx: GAMEDeath;playerGDI,257,"User"byNod,ai,TurretwithRx_DmgType_Turret [0318.19] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0319.51] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier [0319.51] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Belgian Chocolate [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3818) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3819) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3820) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3821) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3822) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3823) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3824) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3825) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3826) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3827) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3828) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3829) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3830) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3831) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3832) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3833) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3834) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_4272) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_4271) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3915) during async work! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock! [0319.76] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_87 Component: SkeletalMeshComponent_1968 Bone: b_Spine_1 [0320.91] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Storm.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0320.91] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Storm.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0321.14] Rx: GAMEDeath;playerNod,b286,Brett SperrybyGDI,b272,Annoying TurtlewithRx_DmgType_FlakCannon [0321.14] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0321.49] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier [0321.99] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0324.42] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier [0324.42] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b261,Jos Vermeulen [0325.51] ScriptLog: [0325.57] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier [0325.57] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b269,Craig Emmott [0329.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,257,"User" [0330.64] Rx: GAMEDeath;playerNod,b285,An Imaginary BasebyGDI,b262,Daniel BöckmannwithRx_DmgType_Shotgun [0331.46] Rx: GAMEDeath;playerGDI,b265,NodElitedied byRx_DmgType_Tiberium [0331.47] ScriptLog: was unable to find the Constraint!!! [0332.09] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0332.20] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier [0332.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b276,Eric Gooch [0333.85] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b277,Starman ExplorerwithRx_DmgType_AutoRifle [0334.18] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher [0335.48] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0335.48] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan [0337.52] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier [0337.52] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b286,Brett Sperry [0340.73] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b279,Sean Nolan [0341.48] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,b271,Zack LovelesswithRx_DmgType_FlakCannon_Alt [0341.48] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0341.85] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier [0341.85] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b280,Kris Ducote [0342.29] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier [0342.29] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b285,An Imaginary Base [0343.72] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b274,Ben RayeskewithRx_DmgType_ChemicalThrower [0345.87] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier [0345.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b270,I DESLIKE YOU. [0345.90] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier [0345.90] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b265,NodElite [0348.62] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b280,Kris DucotewithRx_DmgType_ChemicalThrower [0348.62] Log: PlayCustomAnim Taunt_FB_Pelvic_Thrust_A, CustomChildIndex: 1, Animation Not Found!! [0348.64] ScriptLog: Probability Sum: 1.1350 [0348.64] Rx: GAMECrate;money250byGDI,257,"User" [0349.36] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,b272,Annoying TurtlewithRx_DmgType_FlakCannon_Alt [0351.11] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b270,I DESLIKE YOU. [0352.93] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,b283,Sam MayhewwithRx_DmgType_MissileLauncher_Alt [0355.22] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0355.22] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b277,Starman Explorer [0355.40] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier [0355.40] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b274,Ben Rayeske [0357.46] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher [0357.61] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier [0357.61] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b271,Zack Loveless [0357.83] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_Gib_HumanHead_0 Component: UTGibStaticMeshComponent_1 StaticMesh: RX_CH_Gore.S_CH_Head_Chunk11 (Scale: 0.700000 0.700000 0.700000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0359.13] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0359.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b262,Daniel Böckmann [0360.64] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b265,NodElite [0362.92] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier [0362.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b288,Evan Brooks [0366.45] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier [0366.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b283,Sam Mayhew [0369.50] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b277,Starman ExplorerwithRx_DmgType_LaserRifle [0370.17] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b271,Zack Loveless [0372.59] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier [0372.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b263,Martin Sanchez [0372.91] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,b258,Bryan KloosterboerwithRx_DmgType_MarksmanRifle [0379.20] Rx: GAMEDeath;playerGDI,b261,Jos VermeulenbyNod,b277,Starman ExplorerwithRx_DmgType_LaserRifle [0379.20] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0379.70] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b262,Daniel Böckmann [0382.52] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,b276,Eric GoochwithRx_DmgType_ChemicalThrower [0387.01] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b276,Eric GoochwithRx_DmgType_ChemicalThrower [0389.24] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b263,Martin Sanchez [0390.98] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0390.98] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b272,Annoying Turtle [0393.11] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier [0393.11] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b280,Kris Ducote [0393.47] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier [0393.47] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b269,Craig Emmott [0394.58] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0394.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b258,Bryan Kloosterboer [0396.20] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b272,Annoying Turtle [0397.23] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b273,Christoph HeinrichwithRx_DmgType_LightTank [0399.73] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier [0399.73] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b261,Jos Vermeulen [0400.11] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0400.11] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0403.35] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b267,Left HandedwithRx_DmgType_GrenadeLauncher [0404.97] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b261,Jos Vermeulen [0417.57] Log: === Critical error: === Fatal error! Address = 0x3fda346a (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4001c693 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x400239d4 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x40009a40 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x3ff06c25 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x3ff074c2 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x3ff12ca5 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x3ff15633 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x3fe5dc63 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x40f48ca0 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x40f4dfee (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x40f4e05a (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe] Address = 0x62fb9fb1 (filename not found) Address = 0x62fb9fb1 (filename not found)