Re: Need a fix for my Doom/Quake edit
Posted: Mon Jul 17, 2017 4:39 am
This message is produced by your version of MH:
VisibleTeleporter3 is not not properly set up: its URL is empty what will cause the message "Teleport destination for ... not found" for the player. Furthermore VisibleTeleporter1 has an URL ("teleport3") that matches no Actor's Tag (what causes that message, too).
See MonsterBasePlus.PostBeginPlay():OjitroC wrote:ScriptLog: Team word for monsters used is: MoHu
Code: Select all
class MonsterBasePlus expands Mutator config(MH2_NS_V2);
...
var (AI) name Tz;
...
event PostBeginPlay() {
...
Tz = MonsterHunt2(Level.Game).TT;
if(bMHLog)
log ("Team word for monsters used is:"@Tz);
...
I'm not sure where this message comes from, maybe also from your MH version or another cleanup mutator.OjitroC wrote:ScriptLog: Invalid Teleporter -> Message Spam removed for [...] VisibleTeleporter3
VisibleTeleporter3 is not not properly set up: its URL is empty what will cause the message "Teleport destination for ... not found" for the player. Furthermore VisibleTeleporter1 has an URL ("teleport3") that matches no Actor's Tag (what causes that message, too).
VisibleTeleporter1 is also set up wrong: its Mesh is set to "LodMesh'UnrealShare.TeleEffect3'", but its default is LodMesh'Botpack.Tele2'.OjitroC wrote:VisibleTeleporter1 [...] LoopAnim: Sequence 'Teleport' not found in Mesh 'TeleEffect3
This message appears in client's log, if bStatic changes from default value TRUE to false for an actor. This Actor will not be spawned at the client. According to the fact that an object named "EPlayerStart" does not exist in the map I assume that you run a Mutator that modifies Playerstarts in a way. If so, that Mutator could be fixed.OjitroC wrote:Warning: SpawnActor failed because class EPlayerStart has bStatic or bNoDelete