Got the following playing offline.
I didn't realise until later that I had Monster Manager selected as a mutator. Also, as this is the machine that I usually use to play on LB's server, FHIv4 is in the base set of paths (as you will see from the attached log). I will now carry on playing minus MM!
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1915 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5600 (6693)
LADMC LAD-Streets.LADMC (Function Engine.Controller.GetTeamNum:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject:
rocessEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor:
eginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (L
I didn't realise until later that I had Monster Manager selected as a mutator. Also, as this is the machine that I usually use to play on LB's server, FHIv4 is in the base set of paths (as you will see from the attached log). I will now carry on playing minus MM!
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1915 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5600 (6693)
LADMC LAD-Streets.LADMC (Function Engine.Controller.GetTeamNum:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject:



















