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EZScript Comics Vol. 2

Started by BentonGrey, December 31, 2008, 01:36:37 AM

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earl of bronze

Here is my script for MIS 1


>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1271598524.951000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc.py v.3.3.09 Feb 2, 2010
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py  v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper5' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper5' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_temple' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper5' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper5' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_skyscraper' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_temple' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'building_tower' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '01_HAWKMAN_HT_THANAGAR'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
storing hero1: id_1,71
storing hero2: id_2,182
m25obj_2 byth tomb1_villain1
m25obj_4 than_female1 tomb1_ally1
m25obj_6 than_male2 tomb1_ally2
m25obj_8 than_female1 tomb1_ally3
m25obj_10 than_female2 tomb1_ally4
m25obj_12 than_female1 tomb1_ally5
m25obj_14 than_male2 tomb1_ally6
m25obj_16 than_male1 tomb1_ally7
m25obj_18 than_male2 tomb1_ally8
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on m25obj_18 (than_male2)
initAttribsForChar: working on m25obj_16 (than_male1)
initAttribsForChar: working on m25obj_14 (than_male2)
initAttribsForChar: working on m25obj_12 (than_female1)
initAttribsForChar: working on m25obj_10 (than_female2)
initAttribsForChar: working on m25obj_8 (than_female1)
initAttribsForChar: working on m25obj_6 (than_male2)
initAttribsForChar: working on m25obj_2 (byth)
initAttribsForChar (byth): looking at attribute disciplined
initAttribsForChar (byth): looking at attribute unheroic
initAttribsForChar (byth): looking at attribute metashieldp
execInitAttrib: init metashieldp attribute
    on m25obj_2 of template byth (byth)
initAttribsForChar (byth): looking at attribute shapeshifter
execInitAttrib: init shapeshifter attribute
    on m25obj_2 of template byth (byth)
initAttribsForChar: working on m25obj_4 (than_female1)
initAttribsForChar: working on hero1 (hawkman_gun)
initAttribsForChar (hawkman_gun): looking at attribute thanagarian
execInitAttrib: init ffqnimbleflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero1 of template hawkman_gun (hawkman_gun)
execInitAttrib: init fastflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero1 of template hawkman_gun (hawkman_gun)
execInitAttrib: init grimresolve attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero1 of template hawkman_gun (hawkman_gun)
execInitAttrib: init fasthealing attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero1 of template hawkman_gun (hawkman_gun)
initAttribsForChar (hawkman_gun): looking at attribute flier
initAttribsForChar (hawkman_gun): looking at attribute temperature control
initAttribsForChar (hawkman_gun): looking at attribute solid skeleton
initAttribsForChar: working on hero2 (hawkgirl_gun)
initAttribsForChar (hawkgirl_gun): looking at attribute solid skeleton
initAttribsForChar (hawkgirl_gun): looking at attribute thanagarian
execInitAttrib: init ffqnimbleflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero2 of template hawkgirl_gun (hawkgirl_gun)
execInitAttrib: init fastflier attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero2 of template hawkgirl_gun (hawkgirl_gun)
execInitAttrib: init grimresolve attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero2 of template hawkgirl_gun (hawkgirl_gun)
execInitAttrib: init fasthealing attribute inside ['thanagarian', 'ffqnimbleflier', 'fastflier', 'grimresolve', 'fasthealing'] combo
    on hero2 of template hawkgirl_gun (hawkgirl_gun)
initAttribsForChar (hawkgirl_gun): looking at attribute flier
initAttribsForChar (hawkgirl_gun): looking at attribute nimble
initAttribsForChar (hawkgirl_gun): looking at attribute temperature control
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()
m25obj_20 than_kasta encounter13_villain1
m25obj_22 than_kasta encounter13_villain2
m25obj_24 than_kasta encounter13_villain3
m25obj_26 than_male1 encounter13_ally1
m25obj_28 than_male2 encounter13_ally2
m25obj_30 than_female1 encounter13_ally3
m25obj_32 than_female2 encounter13_ally4
initAttribsForChar: working on m25obj_32 (than_female2)
initAttribsForChar: working on m25obj_30 (than_female1)
initAttribsForChar: working on m25obj_28 (than_male2)
initAttribsForChar: working on m25obj_26 (than_male1)
initAttribsForChar: working on m25obj_24 (than_kasta)
initAttribsForChar (than_kasta): looking at attribute jumper
initAttribsForChar (than_kasta): looking at attribute claws
initAttribsForChar (than_kasta): looking at attribute nimble
initAttribsForChar (than_kasta): looking at attribute danger sense
initAttribsForChar (than_kasta): looking at attribute hot tempered
initAttribsForChar: working on m25obj_20 (than_kasta)
initAttribsForChar (than_kasta): looking at attribute jumper
initAttribsForChar (than_kasta): looking at attribute claws
initAttribsForChar (than_kasta): looking at attribute nimble
initAttribsForChar (than_kasta): looking at attribute danger sense
initAttribsForChar (than_kasta): looking at attribute hot tempered
initAttribsForChar: working on m25obj_22 (than_kasta)
initAttribsForChar (than_kasta): looking at attribute jumper
initAttribsForChar (than_kasta): looking at attribute claws
initAttribsForChar (than_kasta): looking at attribute nimble
initAttribsForChar (than_kasta): looking at attribute danger sense
initAttribsForChar (than_kasta): looking at attribute hot tempered
addArrow m25obj_30arrow m25obj_30 1 0

BentonGrey

Hmm...curses.  Nothing is obviously breaking down.  Did you get get an interrogate icon on the civilians you rescued?  Did a CS play when you clicked on them?  I'm going to do some testing on my end, and we'll see what happens.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze

Yes I interrogated them and got the cut scene. However then I flew all around the map and nothing else happened. I even went to the top of a couple buildings that looked like they might be important.

BentonGrey

Okey doke, I've fixed it, and now I'm troubleshooting a few of the later missions in that campaign.  Expect a minor patch sometime today. 

Apparently, the "Lose" result which was supposed to come into play if you let all the civilians die was causing a bunch of weirdness, so I simply removed it.  Now you can still win the mission if you let everyone get killed...which sucks, but at least you CAN win it.  Also, I'm fixing the ghosting issue on several of the villains for this campaign.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Ehh, I forgot all about this because of some real life things that came up, but I'll try and put a patch out soon-ish.  I'm getting some weird errors in The Atom's campaign, but it seems to be playable despite that.  I suppose I'll just patch what I can, and if anyone can solve the other issues, then bully for them. :P
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

earl of bronze

Here is the script for the Bat5

Spoiler
Ras and Mr Freeze are usually mentioned then crash to desktop. Sometimes it crashes sooner.


>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1272939827.562000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc.py v.3.3.09 Feb 2, 2010
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py  v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\base.py executed
! GetMapInfo
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
GetCharacterData: called on non-character bat car, template=bat car
Campaign_ReadCharactersFromSavedGame: character <commissioner_gordon> has no corresponding object template.
GetCharacterData: called on non-character bat car, template=bat car
initialising FFQ_initialiseExtras()
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()

earl of bronze

Here is my script for the Batman Glacier/cave mission

>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.3.08 January 18, 2010
CustomHeadCurrentTime 1282960576.187000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading m25enc.py v.3.3.09 Feb 2, 2010
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Loading m25pstory.py  v.3.3.07 January 30, 2009
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '07_BATMAN_GLACIER_CAVE'
initialising FFX: skirmish=0
mapinfocaliper3 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
storing hero_1: id_1,172
storing hero_2: id_2,212
Campaign_ReadCharactersFromSavedGame: character <commissioner_gordon> has no corresponding object template.
Campaign_ReadCharactersFromSavedGame: character <aquaman_trident> has power <aqua trident of poseidon1> with no corresponding powers.dat entry.
Looking for hero1 from 1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on hero_2 (robin)
initAttribsForChar (robin): looking at attribute capedcrusader
execInitAttrib: init disciplined attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
execInitAttrib: init utilitybelt attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
execInitAttrib: init nimble attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
execInitAttrib: init acrobatic attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
execInitAttrib: init grimresolve attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
execInitAttrib: init ffqtracking attribute inside ['capedcrusader', 'disciplined', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_2 of template robin (robin)
initAttribsForChar (robin): looking at attribute wall climbing
initAttribsForChar (robin): looking at attribute nimble
initAttribsForChar: working on hero_1 (batman)
initAttribsForChar (batman): looking at attribute heroic
initAttribsForChar (batman): looking at attribute wall climbing
initAttribsForChar (batman): looking at attribute danger sense
initAttribsForChar (batman): looking at attribute capedcrusaderbat
execInitAttrib: init disciplined attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init presence attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init utilitybelt attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init nimble attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init acrobatic attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init grimresolve attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
execInitAttrib: init ffqtracking attribute inside ['capedcrusaderbat', 'disciplined', 'presence', 'utilitybelt', 'nimble', 'acrobatic', 'grimresolve', 'ffqtracking'] combo
    on hero_1 of template batman (batman)
initAttribsForChar (batman): looking at attribute driver
execInitAttrib: init driver attribute
    on hero_1 of template batman (batman)
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()
initAttribsForChar: working on form_1 (batmobile_veh)
initAttribsForChar (batmobile_veh): looking at attribute grim resolve
initAttribsForChar (batmobile_veh): looking at attribute ponderous
initAttribsForChar (batmobile_veh): looking at attribute disciplined
initAttribsForChar (batmobile_veh): looking at attribute acidblood
execInitAttrib: init acidblood attribute
    on form_1 of template batmobile_veh (batmobile_veh)
initAttribsForChar (batmobile_veh): looking at attribute vehicle
execInitAttrib: init vehicle attribute
    on form_1 of template batmobile_veh (batmobile_veh)
m25obj_2 freeze_lackey room5_villain1
m25obj_4 freeze_lackey room5_villain2
m25obj_6 freeze_lackey room5_villain3
m25obj_8 freeze_lackey room5_villain4
m25obj_10 freeze_lackey room5_villain5
m25obj_12 freeze_lackey room5_villain6
m25obj_14 freeze_lackey room2_villain1
m25obj_16 freeze_lackey room2_villain2
m25obj_18 freeze_lackey room2_villain3
m25obj_20 freeze_lackey room2_villain4
m25obj_22 freeze_lackey room2_villain5
m25obj_24 freeze_lackey guard1_villain1
m25obj_26 freeze_lackey guard1_villain2
m25obj_28 freeze_lackey guard1_villain3
m25obj_30 freeze_lackey guard1_villain4
m25obj_32 freeze_lackey guard1_villain5
m25obj_34 freeze_lackey guard1_villain6
m25obj_36 freeze_lackey room6_villain1
m25obj_38 freeze_lackey room6_villain2
m25obj_40 freeze_lackey room6_villain3
m25obj_42 freeze_lackey room6_villain4
m25obj_44 freeze_lackey room6_villain5
m25obj_46 freeze_lackey room6_villain6
initAttribsForChar: working on m25obj_42 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_30 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_32 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_34 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_36 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_38 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_40 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_28 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_26 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_24 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_22 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_20 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_18 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_16 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_46 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_44 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_14 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_4 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_2 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_12 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_10 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_8 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_6 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25ai.py", line 449, in AICheckTimer
    if AISpecialState(char):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25ai.py", line 580, in AISpecialState
    AISupport_DoMove(char, Target_GetCurrentTarget(char), 'move', 0, FindRandomPoint(char,mindist=100), js.Get_ObjectPos(char), TACTIC_PRIORITY_CRITICAL, 2, desc='panicked run')
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25ai.py", line 4766, in AISupport_DoMove
    m25event.SetTimer(arrival_time/2,'AICheckNotMoving',char,target,user=1024*priority+GetAITimeStamp(char))
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25event.py", line 132, in SetTimer
    js.Event_RegisterSink(js.EVENT_TIMER, function, string1, string2, time, user, 0)
RuntimeError: Event_RegisterSink(): expects args {iss|sfff}
hero_1 resisted the primary state attack!
m25obj_48 freeze_lackey room3_villain1
m25obj_50 freeze_lackey room3_villain2
m25obj_52 freeze_lackey room3_villain3
m25obj_54 freeze_lackey room3_villain4
m25obj_56 freeze_lackey room3_villain5
m25obj_58 freeze_lackey room3_villain6
m25obj_60 generator room3_object1
initAttribsForChar: working on m25obj_58 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_56 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_48 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_54 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_52 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
initAttribsForChar: working on m25obj_50 (freeze_lackey)
initAttribsForChar (freeze_lackey): looking at attribute weak minded
initAttribsForChar (freeze_lackey): looking at attribute bedevilled
hero_1 resisted the primary state attack!