I'm quite sure that the stock ScriptedPawn's code is responsible for it:ucc.init.log wrote:ScriptedMale MH-Baikal_V2.ScriptedMale70 (Function UnrealShare.ScriptedPawn.Patroling.TakeDamage:0038) Accessed None
Code: Select all
class ScriptedPawn extends Pawn abstract;
[...]
State Patroling
{
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
Vector momentum, name damageType)
{
Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
if ( health <= 0 )
return;
LastSeenPos = Enemy.Location;
[...]
Now I was interested in, where that ScriptedMale70 can take damage, although no players were online? I guess its the place in the map, where the ScriptedMales do a jump and accidentally land on ScriptedMale70's (or others) head.
(I've taken a short video of that).
But now to the point: How to avoid these repeated Accessed None's that flood the log files? Removing Order='Patroling' is not an option, and I really do not want to recode ScriptedPawn and all its sub classes...
<EDIT 2016-05-14>
Spell fixes
</EDIT>