Log: Log file open, 09/25/22 04:28:56 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: -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Inker Init: Base directory: D:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.58] Log: Deleting old log file Launch-backup-2022.09.22-03.59.08.log [0000.58] Log: Deleting old log file Launch-backup-2022.09.22-06.03.43.log [0000.58] Init: Computer: LAPTOP-KUUMQPUL [0000.58] Init: User: inker [0000.58] Init: CPU Page size=4096, Processors=12 [0000.58] Init: High frequency timer resolution =10.000000 MHz [0000.58] Init: Memory total: Physical=15.9GB (16GB approx) Pagefile=17.7GB Virtual=131072.0GB [0000.58] Log: Steam Client API initialized 0 [0000.58] Log: Steam Game Server API initialized 0 [0000.62] Init: WinSock: I am LAPTOP-KUUMQPUL (100.104.106.114:0) [0000.62] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.62] Init: Object subsystem initialized [0000.78] Log: Found D3D11 adapter 0: NVIDIA GeForce RTX 2080 with Max-Q Design [0000.78] Log: Adapter has 8011MB of dedicated video memory, 0MB of dedicated system memory, and 8152MB of shared system memory [0000.79] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.79] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8152MB of shared system memory [0000.83] Log: Shader platform (RHI): PC-D3D-SM3 [0000.83] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.86] Log: PhysX GPU Support: DISABLED [0000.86] Init: Initializing FaceFX... [0000.86] Init: FaceFX 1.7.4 initialized. [0001.01] Init: Waited 0.012 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0005.86] Init: Finished loading startup packages in 4.88 seconds [0005.87] Log: 80993 objects as part of root set at end of initial load. [0005.87] Log: 0 out of 0 bytes used by permanent object pool. [0014.88] Log: Initializing Engine... [0014.94] Init: UEngine initialized [0015.51] Init: XAudio2 using 'Headphones (LE-HD 458BT Stereo)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0016.11] Init: XAudio2Device initialized. [0017.22] Init: Client initialized [0019.24] Log: Steam Client API is unavailable [0019.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.29] Warning: Warning, Failed to find object 'Class None.' [0019.30] Log: LoadMap: RenX-FrontEndMap?Name=Inker?Team=1 [0019.77] Log: Game class is 'Rx_Game_MainMenu' [0019.79] Log: Primary PhysX scene will be in software. [0019.79] Log: Creating Primary PhysX Scene. [0019.79] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2022.09.25-04.29.16 [0019.82] ScriptLog: INITIAL: -1 -1 [0019.84] ScriptLog: Game profile Index was NONE [0019.85] ScriptLog: Gameplay events will not be recorded. [0019.85] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0019.85] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0019.85] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0019.85] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0019.85] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0019.85] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0019.85] ScriptLog: Failed to get GDI PT [0019.85] ScriptLog: Failed to get Nod PT [0019.85] ScriptLog: GDI:0.0000 [0019.85] ScriptLog: Failed to get GDI PT [0019.85] ScriptLog: Failed to get Nod PT [0019.85] ScriptLog: Nod:0.0000 [0019.85] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0019.95] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.65.381 [0019.99] Rx: MAPLoaded;RenX-FrontEndMap [0019.99] Log: Bringing up level for play took: 0.207321 [0019.99] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 0, 255, 0, 900, 0, map_renx-frontendmap [0020.00] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0020.00] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0020.00] Rx: PLAYERHWID;playerNod,256,InkerhwidmF3CAF2D800002C54 [0020.00] Rx: PLAYEREnter;Nod,256,InkerfromhwidmF3CAF2D800002C54nosteam [0020.00] Rx: PLAYERTeamJoin;Nod,256,InkerjoinedNodscore0last round score0.0000time0.0000 [0020.00] Log: Current scalability system settings: [0020.00] Log: StaticDecals = FALSE (Whether to allow static decals.) [0020.00] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0020.00] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0020.00] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0020.00] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0020.00] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0020.00] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0020.00] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0020.00] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0020.00] Log: Bloom = TRUE (Whether to allow bloom.) [0020.00] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0020.00] Log: Distortion = TRUE (Whether to allow distortion.) [0020.00] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0020.00] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0020.00] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0020.00] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0020.00] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0020.00] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0020.00] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0020.00] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0020.00] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0020.00] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0020.00] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0020.00] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0020.00] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0020.00] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0020.00] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0020.00] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0020.00] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0020.00] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0020.00] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0020.00] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0020.00] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0020.00] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0020.00] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0020.00] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0020.00] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0020.00] Log: Current preference system settings: [0020.00] Log: UseVsync = FALSE (Whether to use VSync or not.) [0020.00] Log: Fullscreen = TRUE (Fullscreen.) [0020.00] Log: ResX = 1920 (Screen X resolution.) [0020.00] Log: ResY = 1080 (Screen Y resolution.) [0020.00] Log: Current debug system settings: [0020.00] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0020.00] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0020.00] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0020.00] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0020.00] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0020.00] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0020.00] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0020.00] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0020.00] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0020.00] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0020.00] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0020.00] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0020.00] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0020.00] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0020.00] Log: bAllowTemporalAA = FALSE (UKNOWN) [0020.00] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0020.00] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0020.00] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0020.00] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0020.00] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0020.00] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0020.00] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0020.00] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0020.00] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0020.00] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0020.00] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0020.00] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0020.00] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0020.00] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0020.00] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0020.00] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0020.00] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0020.00] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0020.00] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0020.00] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0020.00] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0020.00] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0020.00] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0020.00] Log: Current unknown system settings: [0020.00] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0020.00] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0020.00] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0020.00] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0020.00] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0020.00] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0020.00] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0020.00] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0020.00] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0020.00] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0020.00] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0020.00] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0020.00] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0020.00] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0020.00] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0020.00] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0020.00] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0020.00] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0020.00] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0020.00] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0020.00] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0020.00] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.00] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.00] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.00] 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.) [0020.00] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0020.00] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0020.00] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0020.00] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0020.00] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0020.00] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0020.00] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0020.00] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0020.00] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0020.00] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0020.00] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0020.00] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.00] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.00] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0020.00] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0020.00] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0020.00] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0020.00] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0020.00] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0020.00] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0020.00] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0020.00] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0020.00] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0020.00] 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).) [0020.00] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0020.00] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0020.00] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0020.00] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0020.00] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0020.00] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0020.00] 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) [0020.00] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0020.00] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0020.00] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0020.00] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0020.00] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0020.00] 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).) [0020.00] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0020.00] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0020.00] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0020.00] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0020.00] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0020.00] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0020.00] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0020.00] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0020.00] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0020.00] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0020.00] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0020.00] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0020.00] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0020.00] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0020.00] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0020.00] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0020.01] Log: Listing all sound classes. [0020.01] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0020.01] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0020.01] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0020.01] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0020.01] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0020.01] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0020.01] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0020.01] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0020.01] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0020.01] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0020.01] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0020.01] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0020.01] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0020.01] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0020.01] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0020.01] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0020.01] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0020.01] Log: 1563 total sounds in 17 classes [0020.01] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0020.02] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0020.02] Log: ########### Finished loading level: 0.716140 seconds [0020.05] Log: Flushing async loaders. [0025.44] Log: Flushed async loaders. [0025.44] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0025.44] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0025.44] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0025.44] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0025.44] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0025.44] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0025.44] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0025.44] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0025.44] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0754 [0025.44] Init: Game engine initialized [0025.44] Log: Initializing Engine Completed [0025.44] Log: >>>>>>>>>>>>>> Initial startup: 25.44s <<<<<<<<<<<<<<< [0025.45] Log: Current scalability system settings: [0025.45] Log: StaticDecals = FALSE (Whether to allow static decals.) [0025.45] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0025.45] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0025.45] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0025.45] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0025.45] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0025.45] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0025.45] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0025.45] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0025.45] Log: Bloom = TRUE (Whether to allow bloom.) [0025.45] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0025.45] Log: Distortion = TRUE (Whether to allow distortion.) [0025.45] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0025.45] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0025.45] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0025.45] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0025.45] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0025.45] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0025.45] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0025.45] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0025.45] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0025.45] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0025.45] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0025.45] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0025.45] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0025.45] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0025.45] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0025.45] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0025.45] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0025.45] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0025.45] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0025.45] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0025.45] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0025.45] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0025.45] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0025.45] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0025.45] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0025.45] Log: Current preference system settings: [0025.45] Log: UseVsync = FALSE (Whether to use VSync or not.) [0025.45] Log: Fullscreen = TRUE (Fullscreen.) [0025.45] Log: ResX = 1920 (Screen X resolution.) [0025.45] Log: ResY = 1080 (Screen Y resolution.) [0025.45] Log: Current debug system settings: [0025.45] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0025.45] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0025.45] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0025.45] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0025.45] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0025.45] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0025.45] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0025.45] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0025.45] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0025.45] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0025.45] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0025.45] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0025.45] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0025.45] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0025.45] Log: bAllowTemporalAA = FALSE (UKNOWN) [0025.45] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0025.45] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0025.45] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0025.45] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0025.45] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0025.45] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0025.45] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0025.45] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0025.45] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0025.45] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0025.45] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0025.45] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0025.45] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0025.45] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0025.45] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0025.45] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0025.45] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0025.45] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0025.45] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0025.45] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0025.45] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0025.45] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0025.45] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0025.45] Log: Current unknown system settings: [0025.45] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0025.45] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0025.45] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0025.45] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0025.45] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0025.45] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0025.45] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0025.45] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0025.45] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0025.45] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0025.45] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0025.45] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0025.45] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0025.45] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0025.45] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0025.45] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0025.45] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0025.45] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0025.45] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0025.45] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0025.45] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0025.45] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.45] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.45] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.45] 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.) [0025.45] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0025.45] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0025.45] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0025.45] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0025.45] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0025.45] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0025.45] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0025.45] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0025.45] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0025.45] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0025.45] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0025.45] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0025.45] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0025.45] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0025.45] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0025.45] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0025.45] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0025.45] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0025.45] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0025.45] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0025.45] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0025.45] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0025.45] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0025.45] 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).) [0025.45] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0025.45] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0025.45] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0025.45] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0025.45] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0025.45] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0025.45] 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) [0025.45] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0025.45] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0025.45] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0025.45] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0025.45] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0025.45] 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).) [0025.45] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0025.45] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0025.45] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0025.45] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0025.45] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0025.45] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0025.45] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0025.45] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0025.45] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0025.45] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0025.45] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0025.45] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0025.45] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0025.45] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0025.45] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0025.45] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0025.47] Log: Listing all sound classes. [0025.47] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0025.47] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0025.47] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0025.47] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0025.47] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0025.47] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0025.47] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0025.47] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0025.47] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0025.47] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0025.47] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0025.47] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0025.47] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0025.47] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0025.47] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0025.47] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0025.47] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0025.47] Log: 1563 total sounds in 17 classes [0025.49] Log: Bool AmbientOcclusion set to 1 [0025.60] Log: BloomThreshold = 0.8 [0118.31] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0118.32] ScriptLog: Name - Arctic Stronghold [0118.32] ScriptLog: Name - Canyon [0118.32] ScriptLog: Name - Cliff Side [0118.32] ScriptLog: Name - Complex [0118.32] ScriptLog: Name - Crash Site [0118.32] ScriptLog: Name - Daybreak [0118.32] ScriptLog: Name - Desolation [0118.32] ScriptLog: Name - Eyes [0118.32] ScriptLog: Name - Field [0118.32] ScriptLog: Name - Field X [0118.32] ScriptLog: Name - Forest [0118.32] ScriptLog: Name - Goldrush [0118.32] ScriptLog: Name - Hourglass [0118.32] ScriptLog: Name - Islands [0118.32] ScriptLog: Name - Islands X [0118.32] ScriptLog: Name - Lakeside [0118.32] ScriptLog: Name - Mesa [0118.32] ScriptLog: Name - Oasis [0118.32] ScriptLog: Name - Outposts [0118.32] ScriptLog: Name - Reservoir [0118.32] ScriptLog: Name - Snow [0118.32] ScriptLog: Name - Snow X [0118.32] ScriptLog: Name - Steppe [0118.32] ScriptLog: Name - Storm [0118.32] ScriptLog: Name - Tomb [0118.32] ScriptLog: Name - Toxicity [0118.32] ScriptLog: Name - Tunnels [0118.32] ScriptLog: Name - Under [0118.32] ScriptLog: Name - Uphill [0118.32] ScriptLog: Name - Volcano [0118.32] ScriptLog: Name - Walls [0118.33] ScriptLog: Name - Whiteout [0118.33] ScriptLog: Name - Xmountain [0135.71] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0135.71] Log: DumpAvailableResolutions [0135.71] Log: 640x480 [0135.71] Log: 640x480 [0135.71] Log: 800x600 [0135.71] Log: 800x600 [0135.71] Log: 1024x768 [0135.71] Log: 1024x768 [0135.71] Log: 1152x864 [0135.71] Log: 1152x864 [0135.71] Log: 1280x720 [0135.71] Log: 1280x720 [0135.71] Log: 1280x960 [0135.71] Log: 1280x960 [0135.71] Log: 1280x1024 [0135.71] Log: 1280x1024 [0135.71] Log: 1366x768 [0135.71] Log: 1366x768 [0135.71] Log: 1400x1050 [0135.71] Log: 1400x1050 [0135.71] Log: 1600x900 [0135.71] Log: 1600x900 [0135.71] Log: 1600x1024 [0135.71] Log: 1600x1024 [0135.71] Log: 1920x1080 [0135.71] Log: 1920x1080 [0135.72] ScriptLog: Unknown Widget: SettingsVideoView [0148.49] Log: Bool bAllowPostprocessMLAA set to 0 [0148.51] Log: Int MaxMultiSamples set to 0 [0148.55] Log: Bool UseVsync set to 0 [0148.57] Log: Bool bAllowD3D9MSAA set to 0 [0148.60] Log: Bool MotionBlur set to 0 [0148.61] Log: Bool DynamicLights set to 1 [0148.62] Log: Bool DynamicShadows set to 1 [0148.65] Log: Int DetailMode set to 3 [0148.66] Log: Int SkeletalMeshLODBias set to 0 [0148.67] Log: Int ParticleLODBias set to 0 [0148.68] Log: Int ShadowFilterQualityBias set to 0 [0148.73] Log: Bool LightEnvironmentShadows set to 1 [0148.76] Log: Bool CompositeDynamicLights set to 1 [0148.78] Log: Bool DirectionalLightmaps set to 1 [0148.80] Log: Bool AmbientOcclusion set to 1 [0148.82] Log: Bool LensFlares set to 1 [0148.83] Log: BloomThreshold = 0.8 [0148.83] Log: Bool Distortion set to 1 [0148.85] Log: Bool DropParticleDistortion set to 0 [0148.86] Log: Bool StaticDecals set to 0 [0148.87] Log: Bool DynamicDecals set to 1 [0148.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0149.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0156.73] Log: Bool bAllowPostprocessMLAA set to 0 [0156.75] Log: Int MaxMultiSamples set to 0 [0156.80] Log: Bool UseVsync set to 0 [0156.81] Log: Bool bAllowD3D9MSAA set to 0 [0156.84] Log: Bool MotionBlur set to 0 [0156.86] Log: Bool DynamicLights set to 1 [0156.88] Log: Bool DynamicShadows set to 1 [0156.92] Log: Int DetailMode set to 3 [0156.94] Log: Int SkeletalMeshLODBias set to 0 [0156.95] Log: Int ParticleLODBias set to 0 [0156.97] Log: Int ShadowFilterQualityBias set to 0 [0157.01] Log: Bool LightEnvironmentShadows set to 1 [0157.03] Log: Bool CompositeDynamicLights set to 1 [0157.04] Log: Bool DirectionalLightmaps set to 1 [0157.06] Log: Bool AmbientOcclusion set to 1 [0157.08] Log: Bool LensFlares set to 1 [0157.10] Log: BloomThreshold = 0.8 [0157.10] Log: Bool Distortion set to 1 [0157.11] Log: Bool DropParticleDistortion set to 0 [0157.13] Log: Bool StaticDecals set to 0 [0157.14] Log: Bool DynamicDecals set to 1 [0157.19] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0157.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0183.01] Log: Bool bAllowPostprocessMLAA set to 0 [0183.02] Log: Int MaxMultiSamples set to 0 [0183.07] Log: Bool UseVsync set to 0 [0183.09] Log: Bool bAllowD3D9MSAA set to 0 [0183.12] Log: Bool MotionBlur set to 0 [0183.14] Log: Bool DynamicLights set to 1 [0183.15] Log: Bool DynamicShadows set to 1 [0183.18] Log: Int DetailMode set to 3 [0183.19] Log: Int SkeletalMeshLODBias set to 0 [0183.21] Log: Int ParticleLODBias set to 0 [0183.22] Log: Int ShadowFilterQualityBias set to 1 [0183.26] Log: Bool LightEnvironmentShadows set to 1 [0183.28] Log: Bool CompositeDynamicLights set to 1 [0183.29] Log: Bool DirectionalLightmaps set to 1 [0183.30] Log: Bool AmbientOcclusion set to 1 [0183.31] Log: Bool LensFlares set to 1 [0183.32] Log: BloomThreshold = 0.8 [0183.32] Log: Bool Distortion set to 1 [0183.33] Log: Bool DropParticleDistortion set to 0 [0183.34] Log: Bool StaticDecals set to 0 [0183.35] Log: Bool DynamicDecals set to 1 [0183.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0184.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0185.28] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0192.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0195.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0196.41] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0196.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0200.50] ScriptLog: Last picked list : 26 [0200.50] ScriptLog: Last selected map : CNC-Tunnels [0200.50] ScriptLog: OutURL is: NC-Tunnels?Team=1?Numplay=24?GDIBotCount=12?NODBotCount=11?GDIDifficulty=7?NODDifficulty=7?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=1300?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0200.50] ScriptLog: Command: ->> open CNC-Tunnels?Team=1?Numplay=24?GDIBotCount=12?NODBotCount=11?GDIDifficulty=7?NODDifficulty=7?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=1300?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0200.50] Log: LoadMap: CNC-Tunnels?Name=Inker?Team=1?Numplay=24?GDIBotCount=12?NODBotCount=11?GDIDifficulty=7?NODDifficulty=7?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=1300?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0200.50] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0200.51] Log: --- LOADING MOVIE START --- [0200.57] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0200.58] Rx: PLAYERExit;Nod,256,Inker [0203.06] Warning: Warning, Failed to compile Material Instance CNC-Tunnels.LandscapeMaterialInstanceConstant_7 with Base Landscape_Material for platform PC-D3D-SM3, Default Material will be used in game. [0203.48] Warning: Warning, Failed to compile Material Instance CNC-Tunnels.LandscapeMaterialInstanceConstant_8 with Base Landscape_Material for platform PC-D3D-SM3, Default Material will be used in game. [0208.51] Log: Game class is 'Rx_Game' [0208.87] Log: Primary PhysX scene will be in software. [0208.87] Log: Creating Primary PhysX Scene. [0209.35] Log: Bringing World CNC-Tunnels.TheWorld up for play (0) at 2022.09.25-04.32.25 [0209.39] ScriptLog: INITIAL: -1 -1 [0209.40] ScriptLog: Game profile Index was NONE [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0209.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0209.41] ScriptLog: Gameplay events will not be recorded. [0209.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0209.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0209.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0209.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0209.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0209.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0209.41] ScriptLog: GDI:0.7500 [0209.41] ScriptLog: Nod:0.7500 [0209.42] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0209.55] Log: WARNING: Cooking Convex For Actor: CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_45 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. [0209.59] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_11 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9384.38,-3030.00,369.61 With a Rotation of 0,-10784,0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9268.31,-2822.64,369.61 With a Rotation of 0,139,0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9621.99,-3033.16,369.61 With a Rotation of 0,-21707,0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9743.53,-2828.96,369.61 With a Rotation of 0,-32629,0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9627.46,-2621.60,369.61 With a Rotation of 0,21984,0 [0209.81] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -9389.85,-2618.44,369.61 With a Rotation of 0,11061,0 [0209.81] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_AirTower_32 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0209.87] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_AirTower_32 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0209.88] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_AirTower_32 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0209.88] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_AirTower_32 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0209.96] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_Nod_Internals_0 [0210.01] ScriptLog: Repair Facility : Failed to find viable attack points! Bots may find issues in pathfinding to this building! [0210.01] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_GDI_Internals_0 [0210.05] ScriptLog: Repair Facility : Failed to find viable attack points! Bots may find issues in pathfinding to this building! [0210.08] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.65.381 [0210.11] Rx: MAPLoaded;CNC-Tunnels [0210.11] Log: Bringing up level for play took: 1.601504 [0210.12] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0210.12] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0210.12] Rx: PLAYERHWID;playerNod,257,InkerhwidmF3CAF2D800002C54 [0210.12] Rx: PLAYEREnter;Nod,257,InkerfromhwidmF3CAF2D800002C54nosteam [0210.12] Rx: PLAYERTeamJoin;Nod,257,InkerjoinedNodscore0last round score0.0000time0.0000 [0210.12] Rx: MAPStart;CNC-Tunnels [0210.13] Error: Can't start an online game that hasn't been created [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0210.13] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0210.13] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0210.13] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0210.13] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0210.13] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0210.13] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0210.13] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:005D [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_0 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.13] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_0 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.13] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0210.14] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,A Mechanical Man [0210.14] Rx: GAMESpawn;botGDI,b258,A Mechanical Man [0210.14] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0210.14] ScriptLog: added red bot [0210.15] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_1 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.15] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0210.15] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b259,Professional X [0210.16] Rx: GAMESpawn;botGDI,b259,Professional X [0210.16] ScriptLog: added red bot [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:005D [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'BuildingAttachments' Rx_BuildingObjective_Dynamic CNC-Tunnels.TheWorld:PersistentLevel.Rx_BuildingObjective_Dynamic_1 Function RenX_Game.Rx_BuildingObjective_Dynamic:GenerateInfiltrationPoint:0102 [0210.16] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_2 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.17] Rx: GAMESpawn;playerGDI,b260,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0210.17] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b260,Bryan Kloosterboer [0210.17] Rx: GAMESpawn;botGDI,b260,Bryan Kloosterboer [0210.17] ScriptLog: added red bot [0210.18] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_3 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.18] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0210.18] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b261,Bruno Freitas [0210.19] Rx: GAMESpawn;botGDI,b261,Bruno Freitas [0210.19] ScriptLog: added red bot [0210.19] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_4 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.20] Rx: GAMESpawn;playerGDI,b262,TAScharacterRx_FamilyInfo_GDI_Soldier [0210.20] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,TAS [0210.20] Rx: GAMESpawn;botGDI,b262,TAS [0210.20] ScriptLog: added red bot [0210.21] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_5 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.21] Rx: GAMESpawn;playerGDI,b263,Mark PhillipscharacterRx_FamilyInfo_GDI_Soldier [0210.21] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b263,Mark Phillips [0210.22] Rx: GAMESpawn;botGDI,b263,Mark Phillips [0210.22] ScriptLog: added red bot [0210.22] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_6 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.23] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0210.23] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b264,Rebarn [0210.24] Rx: GAMESpawn;botGDI,b264,Rebarn [0210.24] ScriptLog: added red bot [0210.24] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_7 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.25] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0210.25] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b265,Joe Wakefield [0210.25] Rx: GAMESpawn;botGDI,b265,Joe Wakefield [0210.25] ScriptLog: added red bot [0210.26] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_8 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.26] Rx: GAMESpawn;playerGDI,b266,RoofgnomecharacterRx_FamilyInfo_GDI_Soldier [0210.26] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b266,Roofgnome [0210.27] Rx: GAMESpawn;botGDI,b266,Roofgnome [0210.27] ScriptLog: added red bot [0210.28] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_9 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.28] Rx: GAMESpawn;playerGDI,b267,Kris DucotecharacterRx_FamilyInfo_GDI_Soldier [0210.28] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b267,Kris Ducote [0210.29] Rx: GAMESpawn;botGDI,b267,Kris Ducote [0210.29] ScriptLog: added red bot [0210.29] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_10 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.29] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0210.30] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b268,Niels van der Leest [0210.30] Rx: GAMESpawn;botGDI,b268,Niels van der Leest [0210.30] ScriptLog: added red bot [0210.30] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_11 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.31] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0210.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b269,Thom Keuken [0210.31] Rx: GAMESpawn;botGDI,b269,Thom Keuken [0210.31] ScriptLog: added red bot [0210.31] ScriptLog: GDIDifficulty10 [0210.32] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_12 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.32] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0210.33] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b270,I DESLIKE YOU. [0210.33] Rx: GAMESpawn;botNod,b270,I DESLIKE YOU. [0210.33] ScriptLog: added blue bot [0210.34] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_13 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.34] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0210.34] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b271,Sander Vereecken [0210.35] Rx: GAMESpawn;botNod,b271,Sander Vereecken [0210.35] ScriptLog: added blue bot [0210.35] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_14 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.35] Rx: GAMESpawn;playerNod,b272,Project ReGenesischaracterRx_FamilyInfo_Nod_Soldier [0210.35] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_TechnicianbyNod,b272,Project ReGenesis [0210.36] Rx: GAMESpawn;botNod,b272,Project ReGenesis [0210.36] ScriptLog: added blue bot [0210.36] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_15 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.36] Rx: GAMESpawn;playerNod,b273,Waqas IqbalcharacterRx_FamilyInfo_Nod_Soldier [0210.36] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b273,Waqas Iqbal [0210.37] Rx: GAMESpawn;botNod,b273,Waqas Iqbal [0210.37] ScriptLog: added blue bot [0210.37] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_16 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.38] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0210.38] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b274,Danny Blake [0210.38] Rx: GAMESpawn;botNod,b274,Danny Blake [0210.38] ScriptLog: added blue bot [0210.38] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_17 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.39] Rx: GAMESpawn;playerNod,b275,TotemAatzcharacterRx_FamilyInfo_Nod_Soldier [0210.39] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b275,TotemAatz [0210.39] Rx: GAMESpawn;botNod,b275,TotemAatz [0210.39] ScriptLog: added blue bot [0210.40] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_18 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.40] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0210.40] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b276,Sean Nolan [0210.40] Rx: GAMESpawn;botNod,b276,Sean Nolan [0210.40] ScriptLog: added blue bot [0210.41] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.41] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0210.41] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b277,Phyre [0210.41] Rx: GAMESpawn;botNod,b277,Phyre [0210.41] ScriptLog: added blue bot [0210.42] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_20 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.42] Rx: GAMESpawn;playerNod,b278,1v1 me IRLcharacterRx_FamilyInfo_Nod_Soldier [0210.42] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b278,1v1 me IRL [0210.43] Rx: GAMESpawn;botNod,b278,1v1 me IRL [0210.43] ScriptLog: added blue bot [0210.43] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_21 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.43] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0210.43] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b279,NodElite [0210.44] Rx: GAMESpawn;botNod,b279,NodElite [0210.44] ScriptLog: added blue bot [0210.44] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_22 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0210.45] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0210.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b280,HeXetic [0210.45] Rx: GAMESpawn;botNod,b280,HeXetic [0210.45] ScriptLog: added blue bot [0210.45] ScriptLog: NODDifficulty10 [0210.45] ScriptLog: START MATCH [0210.45] Log: Current scalability system settings: [0210.45] Log: StaticDecals = FALSE (Whether to allow static decals.) [0210.45] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0210.45] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0210.45] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0210.45] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0210.45] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0210.45] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0210.45] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0210.45] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0210.45] Log: Bloom = TRUE (Whether to allow bloom.) [0210.45] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0210.45] Log: Distortion = TRUE (Whether to allow distortion.) [0210.45] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0210.45] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0210.45] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0210.45] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0210.45] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0210.45] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0210.45] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0210.45] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0210.45] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0210.45] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0210.45] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0210.45] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0210.45] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0210.45] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0210.45] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0210.45] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0210.45] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0210.45] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0210.45] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0210.45] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0210.45] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0210.45] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0210.45] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0210.45] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0210.45] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0210.45] Log: Current preference system settings: [0210.45] Log: UseVsync = FALSE (Whether to use VSync or not.) [0210.45] Log: Fullscreen = TRUE (Fullscreen.) [0210.45] Log: ResX = 1920 (Screen X resolution.) [0210.45] Log: ResY = 1080 (Screen Y resolution.) [0210.45] Log: Current debug system settings: [0210.45] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0210.45] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0210.45] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0210.45] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0210.45] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0210.45] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0210.45] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0210.45] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0210.45] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0210.45] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0210.45] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0210.45] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0210.45] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0210.45] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0210.45] Log: bAllowTemporalAA = FALSE (UKNOWN) [0210.45] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0210.45] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0210.45] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0210.45] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0210.45] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0210.45] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0210.45] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0210.45] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0210.45] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0210.45] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0210.45] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0210.45] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0210.45] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0210.45] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0210.45] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0210.45] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0210.45] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0210.45] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0210.45] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0210.45] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0210.45] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0210.45] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0210.45] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0210.46] Log: Current unknown system settings: [0210.46] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0210.46] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0210.46] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0210.46] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0210.46] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0210.46] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0210.46] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0210.46] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0210.46] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0210.46] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0210.46] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0210.46] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0210.46] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0210.46] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0210.46] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0210.46] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0210.46] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0210.46] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0210.46] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0210.46] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0210.46] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0210.46] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0210.46] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0210.46] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0210.46] 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.) [0210.46] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0210.46] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0210.46] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0210.46] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0210.46] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0210.46] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0210.46] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0210.46] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0210.46] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0210.46] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0210.46] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0210.46] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0210.46] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0210.46] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0210.46] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0210.46] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0210.46] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0210.46] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0210.46] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0210.46] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0210.46] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0210.46] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0210.46] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0210.46] 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).) [0210.46] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0210.46] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0210.46] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0210.46] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0210.46] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0210.46] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0210.46] 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) [0210.46] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0210.46] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0210.46] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0210.46] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0210.46] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0210.46] 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).) [0210.46] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0210.46] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0210.46] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0210.46] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0210.46] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0210.46] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0210.46] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0210.46] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0210.46] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0210.46] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0210.46] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0210.46] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0210.46] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0210.46] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0210.46] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0210.46] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0210.48] Log: Listing all sound classes. [0210.48] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0210.48] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0210.48] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0210.48] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0210.48] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0210.48] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0210.48] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0210.48] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0210.48] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0210.48] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0210.48] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0210.48] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0210.48] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0210.48] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0210.48] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0210.48] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0210.48] Log: Class 'Master' has 1 resident sounds taking 128.06 kb [0210.48] Log: Class 'UnGrouped' has 634 resident sounds taking 99569.81 kb, and 112 real time sounds taking 2618.88 kb [0210.48] Log: 1620 total sounds in 18 classes [0210.48] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0210.51] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0210.53] ScriptLog: PositionModX : 0.0000 [0210.53] ScriptLog: PositionModY : 52.5000 [0210.54] Log: ########### Finished loading level: 10.030917 seconds [0215.16] Log: Save=2478.099100 [0215.16] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0215.37] ScriptWarning: Accessed None 'RepairStopAC' Rx_Building_RepairFacility_Nod_Internals CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A [0215.37] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_Nod_Internals CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069 [0215.37] ScriptWarning: Accessed None 'RepairStopAC' Rx_Building_RepairFacility_GDI_Internals CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A [0215.37] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_GDI_Internals CNC-Tunnels.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069 [0216.07] Log: --- LOADING MOVIE TIME: 15.5 sec --- [0216.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0216.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0216.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0216.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0216.09] Error: Can't destroy collidable actor (Rx_Pawn_8) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3453) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3452) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3451) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3450) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3449) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3448) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3447) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3446) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3445) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3444) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3443) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3442) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3441) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3440) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3439) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3438) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3437) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3436) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3435) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3434) during async work! [0216.09] Error: Can't call TermBody() on (Rx_Pawn_8)->(RB_BodyInstance_3433) during async work! [0216.09] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0216.10] Error: Can't move collidable actor (Rx_Pawn_23) during async work! [0216.10] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_23 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.10] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_23)->(SkeletalMeshComponent_298) during async work! [0216.33] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_24 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0216.35] Rx: GAMESpawn;playerNod,257,InkercharacterRx_FamilyInfo_Nod_Soldier [0217.99] ScriptLog: [0218.03] ScriptWarning: Accessed None 'InvManager' Rx_PT_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_PT_Pawn_0 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0218.59] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,257,Inker [0220.56] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b258,A Mechanical Man [0220.56] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b270,I DESLIKE YOU. [0230.09] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b259,Professional X [0230.09] Rx: GAMEPurchase;vehicleRx_Vehicle_FlameTankbyNod,b274,Danny Blake [0239.62] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b264,Rebarn [0239.63] Rx: GAMEPurchase;vehicleRx_Vehicle_APC_NodbyNod,b277,Phyre [0249.16] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b267,Kris Ducote [0249.16] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_0 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0249.16] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_0 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0249.16] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod [0253.73] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b261,Bruno FreitaswithRx_DmgType_TacticalRifle [0254.20] ScriptLog: SuperMoney GetProbabilityWeight returning 0.0000 [0254.20] ScriptWarning: Accessed array 'Rx_Bot_Waypoints_3.ActiveModifications' out of bounds (-1/0) Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_3 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0254.20] ScriptWarning: Attempt to assign variable through None Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_3 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0254.20] Rx: GAMECrate;speedbyGDI,b261,Bruno Freitas [0258.70] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_1 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0258.70] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_1 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0258.70] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0262.38] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b261,Bruno FreitaswithRx_DmgType_TacticalRifle [0262.38] Log: WARNING: Cooking Convex For Actor: CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_191 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0262.38] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0269.02] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b261,Bruno FreitaswithRx_DmgType_TacticalRifle [0269.02] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0269.48] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_25 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0269.48] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0269.48] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b271,Sander Vereecken [0270.83] Rx: GAMEDestroyed;vehicleRx_Vehicle_HumveebyNod,b270,I DESLIKE YOU.withRx_DmgType_LightTank [0276.25] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0276.25] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,257,InkerwithRx_DmgType_FireBleed [0276.26] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0277.13] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0277.13] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0278.64] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,b277,PhyrewithRx_DmgType_APC_Nod [0279.41] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_26 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0279.41] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0279.41] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b279,NodElite [0283.60] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0283.60] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,257,InkerwithRx_DmgType_LaserChainGun [0283.60] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0285.50] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_27 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0285.50] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0285.50] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b280,HeXetic [0288.58] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b264,RebarnwithRx_DmgType_MediumTank [0288.92] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0288.92] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_LaserChainGun [0288.92] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0289.53] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_28 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0289.53] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0289.53] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b261,Bruno Freitas [0289.60] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_29 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0289.61] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0289.61] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b258,A Mechanical Man [0290.20] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_30 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0290.20] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0290.20] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b269,Thom Keuken [0292.17] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0292.17] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_FireBleed [0292.17] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0294.77] Rx: GAMEPurchase;vehicleRx_Vehicle_MammothTankbyGDI,b261,Bruno Freitas [0298.71] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_31 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0298.71] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0298.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b265,Joe Wakefield [0299.12] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0299.78] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_32 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0299.78] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0299.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b268,Niels van der Leest [0303.97] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b265,Joe Wakefield [0304.87] ScriptLog: SuperMoney GetProbabilityWeight returning 0.0000 [0304.87] ScriptWarning: Accessed None 'Controller' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_12 Function RenX_Game.Rx_Pawn:NotifyHealedDamage:0022 [0304.87] Rx: GAMECrate;refillbyNod,b270,I DESLIKE YOU. [0306.23] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_33 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0306.24] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0306.24] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b276,Sean Nolan [0306.97] Rx: GAMEProjectileExploded;Rx_Projectile_EMPGrenadeat-2881.14,801.76,40.00byNod,257,Inker [0313.50] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b268,Niels van der Leest [0315.29] ScriptLog: SuperMoney GetProbabilityWeight returning 0.0000 [0315.29] ScriptWarning: Accessed array 'Rx_Bot_Waypoints_21.ActiveModifications' out of bounds (-1/0) Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_21 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0315.29] ScriptWarning: Attempt to assign variable through None Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_21 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0315.29] Rx: GAMECrate;speedbyNod,b279,NodElite [0328.44] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b260,Bryan KloosterboerwithRx_DmgType_RocketLauncher [0331.18] Rx: GAMEDestroyed;vehicleRx_Vehicle_APC_NodbyGDI,b267,Kris DucotewithRx_DmgType_MRLS [0334.75] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b258,A Mechanical ManwithRx_DmgType_RocketLauncher [0336.45] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_34 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0336.45] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0336.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b270,I DESLIKE YOU. [0337.23] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0337.23] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0337.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0337.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0338.79] Rx: GAMEDestroyed;vehicleRx_Vehicle_MediumTankbyNod,257,InkerwithRx_DmgType_LaserChainGun [0345.25] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b258,A Mechanical ManwithRx_DmgType_RocketLauncher [0345.40] ScriptLog: SuperMoney GetProbabilityWeight returning 0.0000 [0345.40] ScriptWarning: Accessed array 'Rx_Bot_Waypoints_0.ActiveModifications' out of bounds (-1/0) Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_0 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0345.40] ScriptWarning: Attempt to assign variable through None Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_0 Function RenX_Game.Rx_Bot:AddActiveModifier:01C9 [0345.40] Rx: GAMECrate;speedbyGDI,b258,A Mechanical Man [0350.15] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_35 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0350.15] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0350.15] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b280,HeXetic [0351.24] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byGDI,b266,RoofgnomeonLandscapenearWeapons Factoryat11338.31,6377.10,-0.09 [0352.57] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byGDI,b266,RoofgnomeonLandscapenearWeapons Factoryat11337.65,6376.30,-0.08 [0352.77] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b260,Bryan KloosterboerwithRx_DmgType_RocketLauncher [0353.26] Rx: GAMEExploded;Rx_Weapon_DeployedRemoteC4nearWeapons Factoryat11338.31,6377.10,-0.09byGDI,b266,Roofgnome [0353.26] Rx: GAMEExploded;Rx_Weapon_DeployedRemoteC4nearWeapons Factoryat11337.65,6376.30,-0.08byGDI,b266,Roofgnome [0353.95] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byNod,b272,Project ReGenesisonLandscapenearAirstripat-10847.73,-5290.60,0.10 [0354.11] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0354.31] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0354.31] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,257,InkerwithRx_DmgType_LaserChainGun [0354.31] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0354.43] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b266,RoofgnomeonLandscapenearWeapons Factoryat11344.17,6383.09,-0.18 [0355.27] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_36 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0355.27] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0355.27] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b279,NodElite [0355.30] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_37 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0355.30] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0355.30] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b276,Sean Nolan [0355.39] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b280,HeXetic [0356.82] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0359.39] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearNod Vehicle Caveat-9219.89,1607.35,-0.86 [0360.09] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_38 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0360.09] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0360.09] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b271,Sander Vereecken [0363.32] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_39 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0363.33] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0363.33] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b264,Rebarn [0365.77] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_40 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0365.77] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0365.77] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b277,Phyre [0365.94] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7 [0365.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_87 [0369.86] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,257,InkerwithRx_DmgType_LaserChainGun [0376.59] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0376.59] Rx: GAMEDeath;playerGDI,b267,Kris DucotebyNod,257,InkerwithRx_DmgType_FireBleed [0376.59] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0379.42] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,b279,NodElitewithRx_DmgType_Headshot [0382.64] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearWeapons Factoryat11344.17,6383.09,-0.18byGDI,b266,Roofgnome [0383.80] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearAirstripat-10651.06,-2364.21,-0.00 [0384.23] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_41 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0384.23] Rx: GAMESpawn;playerGDI,b267,Kris DucotecharacterRx_FamilyInfo_GDI_Soldier [0384.23] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b267,Kris Ducote [0385.59] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0385.70] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b266,RoofgnomeonLandscapenearBarracksat10154.47,5412.59,0.22 [0386.02] Rx: GAMEExploded;Rx_Weapon_DeployedATMinenearNod Vehicle Caveat-9219.89,1607.35,-0.86byNod,257,Inker [0388.14] Rx: GAMEDestroyed;vehicleRx_Vehicle_FlameTankbyGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0388.93] ScriptLog: [0388.96] ScriptWarning: Accessed None 'InvManager' Rx_PT_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_PT_Pawn_1 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0388.96] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0388.96] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0389.10] Rx: GAMEPurchase;refillNod,257,Inker [0389.14] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_42 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0389.14] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0389.14] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b269,Thom Keuken [0389.45] ScriptLog: [0389.50] ScriptWarning: Accessed None 'InvManager' Rx_PT_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_PT_Pawn_2 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0389.50] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0389.50] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0389.73] Rx: GAMEPurchase;itemRx_Weapon_RepairToolbyNod,257,Inker [0394.08] Rx: GAMEDestroyed;vehicleRx_Vehicle_BuggybyGDI,b261,Bruno FreitaswithRx_DmgType_MediumTank [0394.96] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,b268,Niels van der LeestwithRx_DmgType_RanOver [0395.94] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0395.94] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0396.46] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tunnels.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0396.46] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tunnels.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0400.03] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b264,RebarnwithRx_DmgType_RocketLauncher [0401.27] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_43 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0401.27] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0401.28] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b258,A Mechanical Man [0409.78] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_44 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0409.79] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0409.79] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b274,Danny Blake [0411.19] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b264,RebarnwithRx_DmgType_RocketLauncher [0413.91] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearBarracksat10154.47,5412.59,0.22byGDI,b266,Roofgnome [0415.04] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b259,Professional XwithRx_DmgType_GrenadeLauncher [0415.41] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_45 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0415.41] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0415.41] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b270,I DESLIKE YOU. [0417.76] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_46 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0417.76] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0417.76] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b276,Sean Nolan [0420.66] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b270,I DESLIKE YOU. [0426.55] Rx: GAMEDestroyed;vehicleRx_Vehicle_MediumTankbyNod,b278,1v1 me IRLwithRx_DmgType_MissileLauncher [0428.20] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_47 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0428.21] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0428.21] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b279,NodElite [0434.08] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0440.36] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0440.36] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,257,InkerwithRx_DmgType_LaserChainGun [0440.36] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0442.18] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_48 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0442.18] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0442.18] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Rebarn [0444.26] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0444.26] Rx: GAMEDeath;playerGDI,b267,Kris DucotebyNod,257,InkerwithRx_DmgType_LaserChainGun [0444.26] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0445.91] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b259,Professional XwithRx_DmgType_GrenadeLauncher [0446.91] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_49 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0446.91] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0446.92] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,Bruno Freitas [0449.26] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_50 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0449.26] Rx: GAMESpawn;playerGDI,b267,Kris DucotecharacterRx_FamilyInfo_GDI_Soldier [0449.26] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b267,Kris Ducote [0450.66] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0450.66] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,257,InkerwithRx_DmgType_LaserChainGun [0450.66] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0451.88] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b263,Mark PhillipswithRx_DmgType_FireBleed [0452.15] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b261,Bruno Freitas [0459.83] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_51 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0459.83] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0459.84] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,Professional X [0460.36] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0461.05] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0461.05] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_Headshot [0462.86] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_52 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0462.87] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0462.87] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b280,HeXetic [0465.40] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_53 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0465.40] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0465.40] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MobiusbyGDI,b269,Thom Keuken [0468.58] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0468.58] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,257,InkerwithRx_DmgType_LaserChainGun [0468.59] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0469.05] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_54 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0469.05] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0469.06] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b277,Phyre [0470.33] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_55 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0470.33] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0470.33] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b271,Sander Vereecken [0475.50] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearthe North Fieldat4695.82,-65.21,-0.00 [0478.08] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearthe North Fieldat4383.49,24.17,-0.00 [0478.86] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_56 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0478.86] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0478.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b258,A Mechanical Man [0482.93] Rx: GAMEProjectileExploded;Rx_Projectile_EMPGrenadeat5340.36,2028.17,40.00byNod,257,Inker [0495.28] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b269,Thom KeukenwithRx_DmgType_VoltAutoRifle [0496.94] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_57 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0496.94] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0496.94] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b276,Sean Nolan [0497.31] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0502.18] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b276,Sean Nolan [0513.85] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b269,Thom KeukenwithRx_DmgType_VoltAutoRifle [0516.54] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_58 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0516.54] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0516.55] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b279,NodElite [0517.08] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0520.03] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b259,Professional XwithRx_DmgType_Shotgun [0521.79] Rx: GAMEPurchase;vehicleRx_Vehicle_StealthTankbyNod,b279,NodElite [0522.05] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0522.05] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_Headshot [0523.45] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_59 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0523.45] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0523.45] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b269,Thom Keuken [0528.93] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Vehicle_StealthTank CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_StealthTank_0 Function RenX_Game.Rx_Vehicle_StealthTank:Stealthed.BeginState:0295 [0533.39] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_60 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0533.40] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0533.40] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b270,I DESLIKE YOU. [0538.80] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_61 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0538.80] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0538.80] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b280,HeXetic [0539.18] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,b267,Kris DucotewithRx_DmgType_MediumTank [0541.99] Rx: GAMEProjectileExploded;Rx_Projectile_EMPGrenadeat5127.79,1635.38,40.00byNod,257,Inker [0543.21] Rx: GAMEDestroyed;vehicleRx_Vehicle_MammothTankbyNod,257,InkerwithRx_DmgType_LaserChainGun [0544.05] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b280,HeXetic [0547.39] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0547.39] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_Headshot [0553.99] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_62 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0553.99] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0553.99] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b268,Niels van der Leest [0556.09] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0556.32] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_63 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0556.32] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0556.32] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b274,Danny Blake [0557.81] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0558.46] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byNod,b272,Project ReGenesisonLandscapenearAirstripat-10717.70,-5283.83,0.10 [0561.56] Rx: GAMEPurchase;vehicleRx_Vehicle_FlameTankbyNod,b274,Danny Blake [0563.53] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0569.21] Rx: GAMEExploded;Rx_Weapon_DeployedRemoteC4nearAirstripat-10847.73,-5290.60,0.10byNod,b272,Project ReGenesis [0569.21] Rx: GAMEExploded;Rx_Weapon_DeployedRemoteC4nearAirstripat-10717.70,-5283.83,0.10byNod,b272,Project ReGenesis [0569.31] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_64 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0569.31] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0569.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b264,Rebarn [0570.39] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b278,1v1 me IRLwithRx_DmgType_MissileLauncher_Alt [0571.22] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_65 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0571.23] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0571.23] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b271,Sander Vereecken [0571.63] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0571.63] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_LaserChainGun [0571.63] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0573.62] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_66 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0573.62] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0573.62] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b269,Thom Keuken [0574.20] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b258,A Mechanical ManwithRx_DmgType_GrenadeLauncher [0575.70] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_67 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0575.70] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0575.70] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b277,Phyre [0578.89] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_68 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0578.89] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0578.89] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b259,Professional X [0583.85] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0583.85] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_LaserChainGun [0583.85] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0590.77] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_69 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0590.77] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0590.77] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b270,I DESLIKE YOU. [0593.17] Rx: GAMEDestroyed;vehicleRx_Vehicle_MediumTankbyNod,b280,HeXeticwithRx_DmgType_LightTank [0595.28] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0595.67] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_70 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0595.67] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0595.67] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b268,Niels van der Leest [0596.01] Rx: GAMEPurchase;vehicleRx_Vehicle_ArtillerybyNod,b270,I DESLIKE YOU. [0599.37] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_71 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0599.38] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0599.38] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b258,A Mechanical Man [0599.76] Rx: GAMEDestroyed;vehicleRx_Vehicle_Harvester_GDIbyNod,257,InkerwithRx_DmgType_LaserChainGun [0600.91] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b268,Niels van der Leest [0602.28] Rx: GAMEDeath;playerGDI,b263,Mark PhillipsbyNod,b280,HeXeticwithRx_DmgType_LightTank [0603.75] ScriptWarning: Accessed None 'MoveTarget' Rx_Bot_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Bot_Waypoints_22 Function UTGame.UTBot:AdjustAround:002C [0603.85] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b280,HeXeticwithRx_DmgType_RanOver [0609.09] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0609.09] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_LaserChainGun [0609.09] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0609.83] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,b276,Sean NolanwithRx_DmgType_LightTank [0610.44] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_2 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0610.44] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_2 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0610.44] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0611.93] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_72 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0611.94] Rx: GAMESpawn;playerGDI,b263,Mark PhillipscharacterRx_FamilyInfo_GDI_Soldier [0611.94] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b263,Mark Phillips [0615.29] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0615.29] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,257,InkerwithRx_DmgType_FireBleed [0615.29] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0618.91] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b260,Bryan KloosterboerwithRx_DmgType_RocketLauncher [0620.33] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b267,Kris DucotewithRx_DmgType_RanOver [0620.72] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_73 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0620.72] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0620.72] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b259,Professional X [0622.91] Rx: GAMEDeath;playerGDI,b263,Mark PhillipsbyNod,b276,Sean NolanwithRx_DmgType_LightTank [0626.61] Rx: GAMEProjectileExploded;Rx_Projectile_EMPGrenadeat7100.64,3741.71,40.00byNod,257,Inker [0627.04] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,b277,PhyrewithRx_DmgType_LaserChainGun [0627.77] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_74 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0627.78] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0627.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b269,Thom Keuken [0629.07] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_75 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0629.07] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0629.07] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b261,Bruno Freitas [0629.43] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_76 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0629.43] Rx: GAMESpawn;playerGDI,b263,Mark PhillipscharacterRx_FamilyInfo_GDI_Soldier [0629.44] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b263,Mark Phillips [0633.94] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b268,Niels van der LeestwithRx_DmgType_MRLS [0634.31] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b261,Bruno Freitas [0635.32] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b269,Thom KeukenwithRx_DmgType_TacticalRifle [0636.54] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_77 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0636.54] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0636.54] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b280,HeXetic [0638.54] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_78 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0638.54] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0638.55] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b265,Joe Wakefield [0639.75] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b268,Niels van der LeestwithRx_DmgType_RanOver [0641.09] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0641.09] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,257,InkerwithRx_DmgType_LaserChainGun [0641.09] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0642.31] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_79 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0642.31] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0642.32] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b276,Sean Nolan [0642.44] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,257,InkerwithRx_DmgType_LaserChainGun [0647.55] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b276,Sean Nolan [0647.58] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0647.58] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_FireBleed [0647.59] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0648.65] Rx: GAMEDestroyed;vehicleRx_Vehicle_StealthTankbyGDI,b267,Kris DucotewithRx_DmgType_MediumTank [0650.05] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_80 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0650.05] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0650.05] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b271,Sander Vereecken [0652.59] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_81 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0652.59] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0652.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b258,A Mechanical Man [0652.67] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_82 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0652.67] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0652.67] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b268,Niels van der Leest [0652.69] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b279,NodElitewithRx_DmgType_Shotgun [0653.05] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b269,Thom KeukenwithRx_DmgType_TacticalRifle [0653.05] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0654.86] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0654.86] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,257,InkerwithRx_DmgType_LaserChainGun [0654.86] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0660.08] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_83 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0660.08] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0660.09] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b259,Professional X [0663.41] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_84 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0663.41] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0663.41] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b279,NodElite [0664.40] Rx: GAMEDeath;playerNod,257,InkerbyGDI,b263,Mark PhillipswithRx_DmgType_RamjetRifle [0664.44] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0666.65] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_85 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0666.65] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0666.65] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b265,Joe Wakefield [0668.14] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_86 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0668.15] Rx: GAMESpawn;playerNod,257,InkercharacterRx_FamilyInfo_Nod_Soldier [0668.22] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0668.70] ScriptLog: [0668.76] ScriptWarning: Accessed None 'InvManager' Rx_PT_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_PT_Pawn_3 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0668.79] Rx: GAMEPurchase;vehicleRx_Vehicle_ArtillerybyNod,b279,NodElite [0669.23] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,257,Inker [0669.54] Rx: GAMEDestroyed;vehicleRx_Vehicle_Harvester_GDIbyNod,b270,I DESLIKE YOU.withRx_DmgType_Artillery [0669.63] ScriptLog: [0669.67] ScriptWarning: Accessed None 'InvManager' Rx_PT_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_PT_Pawn_4 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0669.68] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0669.68] ScriptWarning: Accessed null class context 'cat' Rx_InventoryManager_Nod_LaserChainGunner RenX_Game.Default__Rx_InventoryManager_Nod_LaserChainGunner Function RenX_Game.Rx_InventoryManager:SetStartingHiddenWeaponAttachmentClassesPerCategory:0051 [0670.68] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b261,Bruno FreitaswithRx_DmgType_RanOver [0672.28] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_87 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0672.28] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0672.28] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b277,Phyre [0674.11] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,b270,I DESLIKE YOU.withRx_DmgType_Artillery [0675.33] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,257,Inker [0677.36] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,b280,HeXeticwithRx_DmgType_TiberiumAutoRifle_Flechette_Blue [0680.92] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_88 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0680.92] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0680.93] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b269,Thom Keuken [0683.25] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b274,Danny BlakewithRx_DmgType_Pancake [0685.00] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_89 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0685.00] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0685.00] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b268,Niels van der Leest [0685.14] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,b274,Danny BlakewithRx_DmgType_RanOver [0685.25] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_3 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0685.25] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_3 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0685.25] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0686.00] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,b270,I DESLIKE YOU.withRx_DmgType_Artillery [0687.68] Rx: GAMEDestroyed;vehicleRx_Vehicle_FlameTankbyGDI,b267,Kris DucotewithRx_DmgType_MediumTank [0687.84] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Tunnels.TheWorld:PersistentLevel.Rx_HUD_1) [0687.96] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Tunnels.TheWorld:PersistentLevel.Rx_HUD_1) [0688.03] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Tunnels.TheWorld:PersistentLevel.Rx_HUD_1) [0688.04] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_90 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0688.04] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0688.04] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b258,A Mechanical Man [0690.14] Rx: GAMEDestroyed;vehicleRx_Vehicle_ArtillerybyGDI,b268,Niels van der LeestwithRx_DmgType_RocketLauncher [0696.84] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0698.12] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_91 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0698.12] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0698.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b259,Professional X [0698.80] Rx: GAMEDeath;playerNod,b273,Waqas IqbalbyGDI,b267,Kris DucotewithRx_DmgType_MediumTank [0699.61] ScriptWarning: Accessed None 'V' Rx_SquadAI_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_176 Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5 [0702.33] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0705.78] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_92 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0705.79] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0705.79] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b274,Danny Blake [0707.59] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0708.79] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_93 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0708.79] Rx: GAMESpawn;playerNod,b273,Waqas IqbalcharacterRx_FamilyInfo_Nod_Soldier [0708.79] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b273,Waqas Iqbal [0709.08] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0709.08] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,257,InkerwithRx_DmgType_RanOver [0709.17] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower [0712.89] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_94 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0712.89] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0712.90] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b270,I DESLIKE YOU. [0713.85] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b267,Kris DucotewithRx_DmgType_MediumTank [0713.93] Rx: GAMEDestroyed;vehicleRx_Vehicle_BuggybyGDI,b265,Joe WakefieldwithRx_DmgType_Shotgun [0714.02] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0715.49] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0715.49] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,257,InkerwithRx_DmgType_LaserChainGun [0715.49] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0715.50] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0717.53] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_95 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0717.54] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0717.54] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b271,Sander Vereecken [0718.32] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_96 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0718.32] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0718.32] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Rebarn [0719.20] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0719.20] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,257,InkerwithRx_DmgType_Headshot [0723.56] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b264,Rebarn [0724.50] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_97 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0724.50] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0724.50] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b269,Thom Keuken [0725.86] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_98 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0725.87] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0725.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b258,A Mechanical Man [0726.56] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_99 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0726.56] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0726.56] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b280,HeXetic [0728.27] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b268,Niels van der LeestwithRx_DmgType_RocketLauncher [0729.46] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_100 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0729.46] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0729.46] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b265,Joe Wakefield [0732.51] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_101 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0732.51] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0732.52] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b277,Phyre [0737.75] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b277,Phyre [0742.22] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,b270,I DESLIKE YOU.withRx_DmgType_Shotgun [0745.25] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,b273,Waqas IqbalwithRx_DmgType_Headshot [0747.39] Rx: GAMEDestroyed;vehicleRx_Vehicle_Harvester_GDIbyNod,257,InkerwithRx_DmgType_LaserChainGun [0751.61] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0751.61] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,257,InkerwithRx_DmgType_LaserChainGun [0751.62] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0752.13] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_102 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0752.13] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0752.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,Bruno Freitas [0754.67] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_103 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0754.67] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0754.67] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b265,Joe Wakefield [0755.57] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b276,Sean NolanwithRx_DmgType_RanOver [0760.79] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_104 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0760.79] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0760.80] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b268,Niels van der Leest [0763.10] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_4 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0763.10] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_4 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0763.10] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0768.41] Rx: GAMEDeath;playerNod,b273,Waqas IqbalbyGDI,b265,Joe WakefieldwithRx_DmgType_TacticalRifle [0770.90] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_105 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0770.90] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0770.91] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b259,Professional X [0771.13] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b264,RebarnwithRx_DmgType_MediumTank [0773.60] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b258,A Mechanical ManwithRx_DmgType_SniperRifle [0776.92] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b261,Bruno Freitas [0780.14] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b265,Joe WakefieldwithRx_DmgType_TacticalRifle [0781.42] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0781.42] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_LaserChainGun [0781.42] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0783.85] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b265,Joe WakefieldwithRx_DmgType_TacticalRifle [0784.19] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_106 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0784.19] Rx: GAMESpawn;playerNod,b273,Waqas IqbalcharacterRx_FamilyInfo_Nod_Soldier [0784.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b273,Waqas Iqbal [0784.89] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0784.89] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,257,InkerwithRx_DmgType_FireBleed [0784.89] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0786.44] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b268,Niels van der Leest [0787.05] Rx: GAMEDeath;playerNod,b280,HeXeticbyGDI,b264,RebarnwithRx_DmgType_MediumTank [0787.08] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_107 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0787.09] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0787.09] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b271,Sander Vereecken [0787.66] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_108 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0787.66] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0787.66] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b270,I DESLIKE YOU. [0788.44] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_109 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0788.44] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0788.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b276,Sean Nolan [0790.14] ScriptWarning: Accessed None 'Pawn' Rx_VehRolloutController CNC-Tunnels.TheWorld:PersistentLevel.Rx_VehRolloutController_26 State RenX_Game.Rx_VehRolloutController:RolloutMove:028D [0790.14] ScriptWarning: Accessed None 'Pawn' Rx_VehRolloutController CNC-Tunnels.TheWorld:PersistentLevel.Rx_VehRolloutController_26 State RenX_Game.Rx_VehRolloutController:RolloutMove:028D [0790.14] ScriptWarning: Accessed None 'Pawn' Rx_VehRolloutController CNC-Tunnels.TheWorld:PersistentLevel.Rx_VehRolloutController_26 State RenX_Game.Rx_VehRolloutController:RolloutMove:028D [0792.58] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_110 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0792.58] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0792.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b268,Niels van der Leest [0795.38] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_111 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0795.38] Rx: GAMESpawn;playerNod,b280,HeXeticcharacterRx_FamilyInfo_Nod_Soldier [0795.39] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b280,HeXetic [0797.78] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_112 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0797.78] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0797.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,Bruno Freitas [0798.41] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,b265,Joe WakefieldwithRx_DmgType_TacticalRifle [0800.62] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b280,HeXetic [0802.07] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_113 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0802.07] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0802.07] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b274,Danny Blake [0808.51] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,b276,Sean NolanwithRx_DmgType_MissileLauncher_Alt [0813.42] Error: Can't destroy collidable actor (Rx_Pawn_2) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3327) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3326) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3325) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3324) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3323) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3322) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3321) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3320) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3319) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3318) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3317) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3316) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3315) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3314) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3313) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3312) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3311) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3310) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3309) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3308) during async work! [0813.42] Error: Can't call TermBody() on (Rx_Pawn_2)->(RB_BodyInstance_3307) during async work! [0813.43] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0813.43] Error: Can't move collidable actor (Rx_Pawn_114) during async work! [0813.43] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_114 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_GDI_Hotwire.Mesh.SK_CH_Hotwire_New' during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0813.43] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_114)->(SkeletalMeshComponent_7141) during async work! [0819.50] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,b273,Waqas IqbalwithRx_DmgType_Shotgun [0823.60] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b264,RebarnwithRx_DmgType_RanOver [0824.77] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_115 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0824.77] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0824.77] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b258,A Mechanical Man [0827.36] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_116 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0827.37] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0827.37] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b271,Sander Vereecken [0830.01] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b258,A Mechanical Man [0832.61] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b271,Sander Vereecken [0832.90] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_117 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0832.90] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0832.90] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b265,Joe Wakefield [0833.62] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,b264,RebarnwithRx_DmgType_RanOver [0837.16] Rx: GAMEDestroyed;defenceRx_Defence_GuardTowerbyNod,257,InkerwithRx_DmgType_LaserChainGun [0837.16] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_0 for UTEmitter_23! [0837.16] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 289: Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic! [0837.74] Rx: GAMEDestroyed;vehicleRx_Vehicle_ArtillerybyGDI,b268,Niels van der LeestwithRx_DmgType_MRLS [0838.89] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byGDI,b260,Bryan KloosterboeronLandscapenearRepair Facilityat12373.47,6632.35,9.86 [0839.87] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byGDI,b260,Bryan KloosterboeronLandscapenearRepair Facilityat12359.22,6695.96,5.56 [0840.67] Rx: GAMEDestroyed;vehicleRx_Vehicle_MediumTankbyNod,b277,PhyrewithRx_DmgType_LightTank [0840.72] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byNod,b278,1v1 me IRLonRx_Building_AirstripnearAirstripat-9959.28,-4714.33,28.77 [0842.50] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b268,Niels van der LeestwithRx_DmgType_MRLS [0845.50] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_118 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0845.50] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0845.50] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b274,Danny Blake [0845.50] ScriptWarning: Accessed None 'InvManager' Rx_Pawn_SBH CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0847.35] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0849.72] Rx: GAMEDestroyed;vehicleRx_Vehicle_MediumTankbyNod,b274,Danny BlakewithRx_DmgType_LaserRifle [0851.38] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b267,Kris DucotewithRx_DmgType_RamjetRifle [0851.68] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,b280,HeXeticwithRx_DmgType_Buggy [0855.44] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_119 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0855.44] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0855.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b279,NodElite [0860.94] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b263,Mark PhillipswithRx_DmgType_RamjetRifle [0861.87] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_120 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0861.87] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0861.87] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b270,I DESLIKE YOU. [0862.72] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_121 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0862.72] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0862.72] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b277,Phyre [0863.75] Rx: GAMEDeath;playerNod,b273,Waqas IqbalbyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0866.14] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,ai,Guard TowerwithRx_DmgType_GuardTower [0868.91] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearAirstripat-9959.28,-4714.33,28.77byNod,b278,1v1 me IRL [0870.11] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_122 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0870.11] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0870.11] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b264,Rebarn [0875.24] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0876.20] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_123 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0876.20] Rx: GAMESpawn;playerNod,b273,Waqas IqbalcharacterRx_FamilyInfo_Nod_Soldier [0876.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b273,Waqas Iqbal [0879.92] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0881.44] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b273,Waqas Iqbal [0881.47] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_124 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0881.48] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0881.48] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,Professional X [0886.41] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byNod,b276,Sean NolanonRx_BuildingAttachment_MCTnearBarracksat10945.10,2264.73,82.96 [0891.17] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_125 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0891.17] Rx: GAMESpawn;playerNod,b271,Sander VereeckencharacterRx_FamilyInfo_Nod_Soldier [0891.17] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b271,Sander Vereecken [0891.17] ScriptWarning: Accessed None 'InvManager' Rx_Pawn_SBH CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0892.41] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,b280,HeXeticwithRx_DmgType_Buggy [0893.68] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0896.95] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,b280,HeXeticwithRx_DmgType_Buggy [0898.47] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_17 (Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_17) [0898.61] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_20 (Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_20) [0898.62] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_20 (Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_20) [0898.62] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,b280,HeXeticwithRx_DmgType_Buggy [0899.11] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_126 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0899.12] Rx: GAMESpawn;playerGDI,b261,Bruno FreitascharacterRx_FamilyInfo_GDI_Soldier [0899.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,Bruno Freitas [0901.75] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,b280,HeXeticwithRx_DmgType_Buggy [0902.56] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0903.14] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_127 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0903.14] Rx: GAMESpawn;playerNod,b270,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0903.14] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b270,I DESLIKE YOU. [0907.63] Rx: GAMEDestroyed;vehicleRx_Vehicle_Harvester_GDIbyNod,b274,Danny BlakewithRx_DmgType_LaserRifle [0907.96] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b258,A Mechanical ManwithRx_DmgType_MRLS [0910.48] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,b280,HeXeticwithRx_DmgType_Buggy [0911.51] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_128 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0911.51] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0911.51] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b268,Niels van der Leest [0911.77] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0911.77] Rx: GAMEDeath;playerGDI,b263,Mark PhillipsbyNod,257,InkerwithRx_DmgType_LaserChainGun [0911.77] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0911.93] Rx: GAMEDeath;playerGDI,b258,A Mechanical ManbyNod,b280,HeXeticwithRx_DmgType_Buggy [0912.70] Rx: GAMEDeath;playerGDI,b267,Kris DucotebyNod,b273,Waqas IqbalwithRx_DmgType_LightTank [0912.83] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_129 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0912.84] Rx: GAMESpawn;playerNod,b279,NodElitecharacterRx_FamilyInfo_Nod_Soldier [0912.84] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,NodElite [0913.00] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_130 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0913.00] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0913.00] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b265,Joe Wakefield [0914.86] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearBarracksat10945.10,2264.73,82.96byNod,b276,Sean Nolan [0914.86] Rx: GAMEDeath;playerNod,b276,Sean Nolansuicide byRx_DmgType_BurnC4 [0914.86] ScriptWarning: Accessed None 'Pawn' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_109 Function RenX_Game.Rx_Pawn:TakeRadiusDamage:01E1 [0915.50] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_131 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0915.50] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0915.51] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SakurabyNod,b277,Phyre [0917.74] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_132 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0917.75] Rx: GAMESpawn;playerGDI,b267,Kris DucotecharacterRx_FamilyInfo_GDI_Soldier [0917.75] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b267,Kris Ducote [0918.21] Rx: GAMEDeath;playerGDI,b260,Bryan KloosterboerbyNod,b274,Danny BlakewithRx_DmgType_LaserRifle [0918.21] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0918.36] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_133 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0918.36] Rx: GAMESpawn;playerGDI,b263,Mark PhillipscharacterRx_FamilyInfo_GDI_Soldier [0918.36] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b263,Mark Phillips [0923.34] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_5 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0923.34] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_5 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0923.34] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0923.71] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_134 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0923.71] Rx: GAMESpawn;playerGDI,b258,A Mechanical MancharacterRx_FamilyInfo_GDI_Soldier [0923.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,A Mechanical Man [0924.64] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_135 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0924.65] Rx: GAMESpawn;playerNod,b276,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0924.65] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MendozabyNod,b276,Sean Nolan [0925.28] Rx: GAMEDeath;playerGDI,b267,Kris DucotebyNod,b274,Danny BlakewithRx_DmgType_LaserRifle [0925.95] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_136 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0925.95] Rx: GAMESpawn;playerGDI,b260,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0925.96] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b260,Bryan Kloosterboer [0929.61] Rx: GAMEDestroyed;defenceRx_Defence_GuardTowerbyNod,257,InkerwithRx_DmgType_LaserChainGun [0929.61] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_1 for UTEmitter_27! [0929.61] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 289: Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic! [0932.87] Rx: GAMEDeath;playerGDI,b265,Joe WakefieldbyNod,b274,Danny BlakewithRx_DmgType_LaserRifle [0933.97] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_137 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0933.97] Rx: GAMESpawn;playerGDI,b267,Kris DucotecharacterRx_FamilyInfo_GDI_Soldier [0933.97] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b267,Kris Ducote [0937.17] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b268,Niels van der Leest [0937.45] Rx: GAMEProjectileExploded;Rx_Projectile_EMPGrenadeat11341.71,8281.78,46.49byNod,257,Inker [0940.16] Rx: GAMEDeath;playerGDI,b269,Thom KeukenbyNod,b273,Waqas IqbalwithRx_DmgType_LightTank [0943.70] Rx: GAMEDeath;playerNod,b277,PhyrebyGDI,b259,Professional XwithRx_DmgType_Shotgun [0943.96] Rx: GAMEDeath;playerGDI,b264,RebarnbyNod,b280,HeXeticwithRx_DmgType_Buggy [0944.14] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,b276,Sean NolanwithRx_DmgType_Headshot [0945.56] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_138 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0945.56] Rx: GAMESpawn;playerGDI,b265,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0945.56] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b265,Joe Wakefield [0946.70] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b265,Joe Wakefield [0948.83] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_139 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0948.83] Rx: GAMESpawn;playerGDI,b264,RebarncharacterRx_FamilyInfo_GDI_Soldier [0948.83] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b264,Rebarn [0951.88] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_140 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0951.88] Rx: GAMESpawn;playerGDI,b269,Thom KeukencharacterRx_FamilyInfo_GDI_Soldier [0951.88] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b269,Thom Keuken [0954.26] Rx: GAMEDestroyed;vehicleRx_Vehicle_HumveebyGDI,b264,RebarnwithRx_DmgType_SniperRifle [0954.79] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_141 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0954.79] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0954.79] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,Professional X [0955.80] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,257,InkerwithRx_DmgType_LaserChainGun [0956.24] Rx: GAMEPurchase;vehicleRx_Vehicle_APC_GDIbyGDI,b258,A Mechanical Man [0961.26] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0961.26] Rx: GAMEDeath;playerGDI,b268,Niels van der LeestbyNod,257,InkerwithRx_DmgType_FireBleed [0961.26] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0961.39] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_142 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0961.39] Rx: GAMESpawn;playerNod,b277,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0961.39] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b277,Phyre [0962.46] Rx: GAMEDeath;playerNod,b274,Danny BlakebyGDI,b262,TASwithRx_DmgType_Shotgun [0965.76] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b259,Professional X [0966.63] Rx: GAMEPurchase;vehicleRx_Vehicle_ArtillerybyNod,b277,Phyre [0966.85] Rx: GAMEDestroyed;vehicleRx_Vehicle_Harvester_GDIbyNod,b271,Sander VereeckenwithRx_DmgType_LaserRifle [0971.11] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0971.11] Rx: GAMEDeath;playerGDI,b259,Professional XbyNod,257,InkerwithRx_DmgType_Headshot [0975.21] Rx: GAMEDeath;playerGDI,b260,Bryan KloosterboerbyNod,b273,Waqas IqbalwithRx_DmgType_LightTank [0975.37] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_143 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0975.37] Rx: GAMESpawn;playerGDI,b268,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0975.37] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b268,Niels van der Leest [0976.28] Rx: GAMEDestroyed;vehicleRx_Vehicle_LightTankbyGDI,b265,Joe WakefieldwithRx_DmgType_MediumTank [0977.08] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_144 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0977.08] Rx: GAMESpawn;playerNod,b274,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0977.08] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b274,Danny Blake [0977.09] ScriptWarning: Accessed None 'InvManager' Rx_Pawn_SBH CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0977.58] Rx: GAMEDeath;playerNod,b273,Waqas IqbalbyGDI,b258,A Mechanical ManwithRx_DmgType_RanOver [0981.10] Rx: GAMEDeath;playerNod,b271,Sander VereeckenbyGDI,b258,A Mechanical ManwithRx_DmgType_RanOver [0982.14] Rx: GAMEDeath;playerNod,b276,Sean NolanbyGDI,b258,A Mechanical ManwithRx_DmgType_RanOver [0982.56] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_6 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:003F [0982.56] ScriptWarning: Accessed None 'Ref' Rx_Vehicle_HarvesterController_Waypoints CNC-Tunnels.TheWorld:PersistentLevel.Rx_Vehicle_HarvesterController_Waypoints_6 Function RenX_Game.Rx_Vehicle_HarvesterController_Waypoints:ReassignRefinery:0069 [0982.56] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0983.97] Rx: GAMEDestroyed;vehicleRx_Vehicle_MRLSbyNod,257,InkerwithRx_DmgType_LaserChainGun [0987.60] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearWeapons Factoryat9954.36,9914.92,-1.75 [0987.67] Rx: GAMEDeath;playerNod,b279,NodElitebyGDI,b258,A Mechanical ManwithRx_DmgType_APC_GDI [0988.74] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_145 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0988.74] Rx: GAMESpawn;playerNod,b273,Waqas IqbalcharacterRx_FamilyInfo_Nod_Soldier [0988.75] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b273,Waqas Iqbal [0989.26] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_146 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0989.27] Rx: GAMESpawn;playerGDI,b259,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0989.27] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b259,Professional X [0989.58] Rx: GAMEDeployed;Rx_Weapon_DeployedATMinebyNod,257,InkeronLandscapenearWeapons Factoryat9958.07,9773.79,-10.00 [0990.28] Rx: GAMEDeath;playerNod,b270,I DESLIKE YOU.byGDI,b258,A Mechanical ManwithRx_DmgType_APC_GDI [0993.16] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Tunnels.TheWorld:PersistentLevel.Rx_Pawn_147 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0993.16] Rx: GAMESpawn;playerGDI,b260,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier [0993.16] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Bryan Kloosterboer [0994.81] Rx: GAMEDeath;playerGDI,b261,Bruno FreitasbyNod,b278,1v1 me IRLwithRx_DmgType_SMG [0994.81] Error: Can't destroy collidable actor (Rx_Pawn_147) during async work! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3522) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3267) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3728) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3507) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3544) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3545) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3546) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3547) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3548) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3549) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3550) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3551) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3552) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3553) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3554) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3555) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3556) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3557) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3558) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3285) during async work! [0994.81] 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! [0994.81] Error: Can't call TermBody() on (Rx_Pawn_147)->(RB_BodyInstance_3338) during async work! [0994.81] 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! [0994.81] Error: Can't change collision on actor (Rx_BuildingAttachment_Door_GDI_1) during async work! [0994.81] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0994.81] 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! [0999.59] Log: === Critical error: === Fatal error! Address = 0x29d64cc2 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x29a73067 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x29bcc8a2 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954ee17 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2953c31e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x295470f9 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x295470f9 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2dc (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2952a611 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2dc (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954f17e (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954bc89 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2954c2b0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x295571c7 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x29836ad9 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2aaf9bd0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2987955f (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x29a95709 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x299ddc63 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2aac8ca0 (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2aacdfee (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x2aace05a (filename not found) [in D:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0xa5d39fb1 (filename not found) Address = 0xa5d39fb1 (filename not found)