These warnings appear only for a short time.ScriptWarning: PulseGun TestmapV1(SB).PulseGun0 (Function Botpack.PulseGun.RenderTexture:0055) Accessed None
If you want to reproduce it: Set up a server with Game=Botpack.DeathMatchPlus and Mutator=Botpack.PulseArena, connect with a client, start match, terminate client and have a look at its log file.
Both weapons (beside UT_FlakCannon and UT_Eightball, which don't produce such warnings) use RenderTexture() to display the amount of ammo on the weapon, and some debugging has showed that Weapon's variable AmmoType is None for some ticks on the client. AmmoType is set in Wepon.GiveAmmo() what is called in GameInfo.AddDefaultInventory() for example. My guess is that the replication of the variable AmmoType takes some time what causes these 10-20 lines of above ScriptWarnings?