Combat Mode Relaunch

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Comments

  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=2056497:date=Jan 5 2013, 05:11 PM:name=JimWest)--><div class='quotetop'>QUOTE (JimWest @ Jan 5 2013, 05:11 PM) <a href="index.php?act=findpost&pid=2056497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should say everything :-):

    <img src="http://imageshack.us/a/img577/4005/2012122300006.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Damn you!
    <img src="http://static.motor.de/bilder/da0b3b038c7407d0353767d9e2defbc4.jpg" border="0" class="linked-image" />
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited January 2013
    Im looking forward to the new abilities and buildmenu, it would also be cool to see a few new game modes soon as well, mvm, ava, deathmatch, capture the flag, resource grab, even some sort of fast paced mvm instagib could be fun, we really need some variety because game mode wise ns2 is quite lacking at the moment and combat is the best mod to build on.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    <!--quoteo(post=2056985:date=Jan 6 2013, 08:26 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Jan 6 2013, 08:26 PM) <a href="index.php?act=findpost&pid=2056985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->would be nice if there would be a "ns2 combat" mode though. your mod here is great, i enjoy it playing, but having a mod for training ns2 gameplay would be nice<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think this should be pretty easy to configure via an option in our server-side config file. I'll add it to our issue tracker when I get a chance...
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2013
    <!--quoteo(post=2057432:date=Jan 8 2013, 02:36 AM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Jan 8 2013, 02:36 AM) <a href="index.php?act=findpost&pid=2057432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Im looking forward to the new abilities and buildmenu, it would also be cool to see a few new game modes soon as well, mvm, ava, deathmatch, capture the flag, resource grab, even some sort of fast paced mvm instagib could be fun, we really need some variety because game mode wise ns2 is quite lacking at the moment and combat is the best mod to build on.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not capture the flag.....

    CAPTURE THE GORGE !
    Hold the gorge under your arm like a football while running for your life.
  • Trance420Trance420 Join Date: 2010-03-31 Member: 71135Members
    refund/suicide should be disabled when marine are being devoured...
    other than that i would like to see Lithium II mod... offhand grapple hook and Runes
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=2057568:date=Jan 7 2013, 05:48 PM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Jan 7 2013, 05:48 PM) <a href="index.php?act=findpost&pid=2057568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think this should be pretty easy to configure via an option in our server-side config file. I'll add it to our issue tracker when I get a chance...<!--QuoteEnd--></div><!--QuoteEEnd-->

    i would not call it an "issue" though :) your mod is fine as it is. i would just prefer that a few basics are the same. i heared recently you want to change the movement code, which would make your mod too different to use it as a training mode. right now its in a good spot between training and fun, but of course its up to you since its your mod. i played it recently and it felt really great
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2013
    <!--quoteo(post=2057841:date=Jan 8 2013, 12:17 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Jan 8 2013, 12:17 PM) <a href="index.php?act=findpost&pid=2057841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would not call it an "issue" though :) your mod is fine as it is. i would just prefer that a few basics are the same. i heared recently you want to change the movement code, which would make your mod too different to use it as a training mode. right now its in a good spot between training and fun, but of course its up to you since its your mod. i played it recently and it felt really great<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just wanted to clarify the movment code thing, so far many people have suggested that in here and speaking for me personally I was playing and chatting with some people from clans and non clan members about advantages and disadvantages of such a big change and did not promise anything other than saying that its up to greeds and jim if they want to change or have both for server OPs to chose from.

    I would say that up to this point the mod have been developed in a way to not alienate clans, many of the stuff we tend to add or change are higher tier stuff that comes into play much later in the game wich would have early to mid game a good way for clans to train, sure you have stuff like aliens being able to pick both carapace and regen ( wich dosnt work in NS2 ) but I would think that its better training against "tuffer" skulks.

    I'm not claiming to be an expert in "pro" play and would love to have more clan members chime in on stuff like that so we are more careful with what we change because so far my understanding is that its more of a aim training and warm up before rounds rather than strat play.

    I think we have some stuff to talk about within the group to finalize the new UI after that I feel like we <i>really</i> need to share it here more in detail and get feedback really early on before going into coding everything.

    I'm very pleased to hear that you enjoy our mod and I also wanted to say thanks for the hard work you put into "Simple Mod Framework (lua)" heard good stuff about it from Greeds.
  • biobio Join Date: 2008-08-25 Member: 64901Members
    OK. As a co only player -- I'd like to first say thanks! I wouldn't play without this mod; now onto the particulars and suggestions for the next build.

    Since marines tend to get stacked -- I mostly play aliens, so this might slightly be biased

    Marine Buffs/Nerfs:

    Mines need to do more damage -- not much more -- just a bit more.
    Can we get some damn GL crosshairs?! (I know. .. not yals doing)
    GL damage seems a weee bit high, not too far off, but a little high.
    With upcoming buildabilty (you like that word?) Turrets are pretty strong -- The old buildmenu had a pretty good way of doing it, you had to have a welder ---> then a tf ---> then you could drop turrets. Those turrets were pretty weak in comparison to the NS2 turrets, so that scheme being followed would most likely be perfect. Using a couple points to build an arc would also rock face.
    Since flamethrower is so support against lerks -- its kind of a sacrifice to use it and go support. It needs a damage against the larger 2 alien forms buff. Not much, but right now, it's a death sentence to have a FT and see a fade/onos.



    I'll be totally honest, I don't play enough NS_ to know what structures are available, I guess I need to look into that.


    Alien Buff/Nerfs:
    Aliens as a whole seem slightly underpowered


    Buildability -- Make the chambers that are available sticky -- let's hang an sc from the ceiling, etc. And whips ... god I'd love to drop a whip. Realistically, this would fill in for being able to drop additional Hydras quite awesomely.
    Hydras need a crap ton more health and more damage. I love to drop them, but once marines get shotguns, they fail at living worth a damn.
    For your gorge second ability that doesn't exist, make heal spray do damage, a spray equals a bite amount sounds about right. By the time you have 5 points, they are blasting shotguns and you're a bad dude if you gorge in there. I like web, but this sounds far more exciting.
    Lerk spike needs to do some more damage. 30% more would probably put it into where it needs to be. Just to hit the marines with a constant spike barrage is slightly difficult, then they move, strafe back in and 5 pistol you in .65 seconds, it seems slightly lame.
    Fade ability two .... where's my acid rocket?!


    Will add more later --- Have to get back to working
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Honestly for use in pratice the only thing I would like to see Combat improve upon is the performance. Currently it seems (to me atleast) that combat runs significantly worse than vanilla. Now some of that may be caused by the fact that it is run on less powerful hardware compared to vanilla (although I do not think Combat lowers server req., only playercounts). In general it seems like everything is less smooth in the combat mod like your movement and others animations, which does cause significant issues with bootcamping skulk vs marine.

    Also I think the damage numbers still count twice.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=2057841:date=Jan 8 2013, 12:17 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Jan 8 2013, 12:17 PM) <a href="index.php?act=findpost&pid=2057841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would not call it an "issue" though :) your mod is fine as it is. i would just prefer that a few basics are the same. i heared recently you want to change the movement code, which would make your mod too different to use it as a training mode. right now its in a good spot between training and fun, but of course its up to you since its your mod. i played it recently and it felt really great<!--QuoteEnd--></div><!--QuoteEEnd-->


    game should of been released with tutorial game mode, unless someone can make it now. Maybe you should ask charlie this.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    <!--quoteo(post=2057925:date=Jan 8 2013, 04:26 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Jan 8 2013, 04:26 PM) <a href="index.php?act=findpost&pid=2057925"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Honestly for use in pratice the only thing I would like to see Combat improve upon is the performance. Currently it seems (to me atleast) that combat runs significantly worse than vanilla. Now some of that may be caused by the fact that it is run on less powerful hardware compared to vanilla (although I do not think Combat lowers server req., only playercounts). In general it seems like everything is less smooth in the combat mod like your movement and others animations, which does cause significant issues with bootcamping skulk vs marine.

    Also I think the damage numbers still count twice.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope this will get better when we change the hooking system so we can directly "inject" new NetworkVars, can get rid of some Console Commands etc.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=2057947:date=Jan 8 2013, 01:37 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 8 2013, 01:37 PM) <a href="index.php?act=findpost&pid=2057947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->game should of been released with tutorial game mode, unless someone can make it now. Maybe you should ask charlie this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i was talking about training ns2 gameplay, not learning it
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members
    edited January 2013
    Could you please turn of Alien emergency lights or make them optional. Doing it manually by selecting all the lights one by one is not funny :(

    EDIT: If someone wants this effect he can use cinematic entity
  • Ender_74Ender_74 Join Date: 2011-01-28 Member: 79329Members
    Hi, I finally convinced myself that combat was not evil and that I should try it, so here goes.

    AMAZING WORK ! I had a blast playing your mod.

    I'm not sure I should make my feedback about the maps here or someplace else but it's still on topic:
    I really appreciated to see old co maps like co _faceoff and co_core. I had to try co_stargate after seeing the NS2HD video about it and it has a very special theme that I liked a lot.

    Then we went to co_summitcombat which I found had a major flaw. It is way to easy for the marines to shoot the hive coming from pipe junction. They just go there and pile up xp and kills covering each other without taking too much risk. And when they get grenade launchers it's spawn-kill-nade-spam time. Not very enjoyable as alien. We also found what I think should be considered as an exploit on the alien team. It is possible to shoot the command station from Sub access as a lerk. It does not do a lot of damage, but still. I don't know if both are intended or not, feel free to take my feedback as you like.

    As far as strategy is concerned, I had the feeling most rounds went the same way.
    1- Marines stick together tend to win most fights
    2- Slowly aliens get stronger, with the aids of fades they get stronger faster.
    3- Marines tend to play defensive because of fades and oni. The jepacks help but it is still difficult for the marines to push
    4- Exos help the marine make real pushes, but it's near the end of the coutdown already.
    5- Marines make a run for it, a big rush to try and get the hive, either it works and they win, or they lose because of the time limit.

    In the end, I think what you accomplished is freaking awesome. Thanks
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited January 2013
    <!--quoteo(post=2058537:date=Jan 9 2013, 09:55 PM:name=Rudy.cz)--><div class='quotetop'>QUOTE (Rudy.cz @ Jan 9 2013, 09:55 PM) <a href="index.php?act=findpost&pid=2058537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you please turn of Alien emergency lights or make them optional. Doing it manually by selecting all the lights one by one is not funny :(

    EDIT: If someone wants this effect he can use cinematic entity<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for bringing this to our attention again Rudy I'll send you a pm about this as you've been asking for it for months! Maybe it's something we can add to both Combat and the ExtraEntitiesMod, an extension to the power node where you can configure whether the emergency lights turn on or not...

    EDIT: I've added this to our <a href="https://www.pivotaltracker.com/projects/211849#" target="_blank">development tracker</a>. We'll try and get it done before we start working on the new upgrade system and menus.
  • rehreh Join Date: 2011-12-11 Member: 137450Members
    Regarding devour.
    Only a few minutes ago, I was fading and was devoured by one of the onoses in my team. After dying, I was respawned in marine start as an egg, with the tool tip saying "gestating as marine".
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    <!--quoteo(post=2061036:date=Jan 15 2013, 07:10 PM:name=reh)--><div class='quotetop'>QUOTE (reh @ Jan 15 2013, 07:10 PM) <a href="index.php?act=findpost&pid=2061036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regarding devour.
    Only a few minutes ago, I was fading and was devoured by one of the onoses in my team. After dying, I was respawned in marine start as an egg, with the tool tip saying "gestating as marine".<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lmao yea it happened to me too. I had to leave the game in my instance because I could not see anything and it felt like everything was frozen.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited January 2013
    New version of Combat is out with a whole wide range of fixes specially the game breaking ones that you awsome guys reported, a change log will be posted by Greeds <i>once</i> its done, hope you guys enjoy this one, GG and have fun!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited January 2013
    Version 3.1 is a bug-fix spectacular! Lots of stability and gameplay improvements in there. As usual, please let us know if you spot any problems with it.

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Version 3.1 Changelog<!--sizec--></span><!--/sizec-->
    <b>Functionality</b>
    <ul><li>Players can now only buy exo/onos near their start point.</li><li>New XP bars by Jibrail!</li><li>Mappers can now place their own armories. If there is already one near the CC, Combat will use it</li><li>Reduced the size of the timer to make it less intrusive</li><li>Buffed EMP so that it's actually useful. This will drain the energy reserves of all nearby aliens</li><li>Improved some of the text of the help messages to make them easier to understand</li><li>Increased the time you need to stand still for Camouflage to take effect from 1.5 to 2 seconds</li></ul>
    <b>Fixes</b>
    <ul><li>Can now buy a lifeform upgrade and tech upgrade at the same time as an alien</li><li>Chat messages should now show up in the web interface history</li><li>Fixed leap/blink prediction for aliens</li><li>Devoured players no longer get regen packs or scans</li><li>Devoured players can no longer be damaged by spores</li><li>Fixed armory sometimes not appearing at the beginning of the game</li><li>Removed the red egg count icon that appeared when you spawn as an alien</li><li>Removed the powered down icon for Marine buildings, which are always powered in Combat</li><li>Removed a function that was preventing server admins from choosing 25 minutes as their time limit</li><li>Devoured players now re-emerge with all their weapons if the onos is killed</li><li>Onos can no longer devour spawn protected marines</li><li>Onos can no longer eat aliens!</li><li>Fixed gorge not being able to make hydras and clogs since build 236.</li></ul>
    <b>Known Issues</b>
    <ul><li>No chat UI when you are being devoured</li><li>There are visual bugs when you go to the ready room if you're being devoured</li><li>Spores effects play for players inside the onos (you should be insulated from spores!), however no damage is done so it's sort of okay</li></ul>
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited January 2013
    Has any server operator now a bad ping?
  • NS-SoldierNS-Soldier Join Date: 2013-01-16 Member: 179856Members
    edited January 2013
    just wonder why marine don't get experience points for killing clogs
    also, resupply sometimes doesn't activate when at low health for few seconds.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    we need to look at spawn protection again, sometimes aliens take dmg just when spawning as an egg and also some ppl told me that they were able to devour marines just when they spawn and still have spawn protect, it dosnt happen often but still.
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    <!--quoteo(post=1984814:date=Sep 30 2012, 04:46 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Sep 30 2012, 04:46 AM) <a href="index.php?act=findpost&pid=1984814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just in case you come across an error like:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Finished loading 'maps/ns2_pulsecombat.level'
    Client connecting (93.96.179.76)
    Client disconnected (93.96.179.76) Missing required mod<!--c2--></div><!--ec2-->

    Follow these steps to fix it:
    <ol type='1'><li>Delete your 'workshop' folder on your own PC. Don't worry - Spark will redownload everything when you launch NS2.</li><li>Launch NS2 and let it redownload everything</li><li>Delete the workshop folder on the server</li><li>Upload your files to the server</li></ol>

    Et voila!<!--QuoteEnd--></div><!--QuoteEEnd-->

    I tried following these steps but some of my clients are still getting the same error, Missing required mod.

    Both my brother's and my computer can connect fine though.
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    It appears the above issue only occurs on some of my clients' computers. Played a game of 18 players last night.

    However, the logs constantly showed this throughout map changes:

    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>
    [Server] Script Error #1: lua/RBPSserverCoutActions.lua:22: attempt to index local 'message' (a nil value)
    Call stack:
    #1: func lua/RBPSserverCoutActions.lua:22
    client = ServerClient { }
    message = nil
    #2: cout/CoutServerNetworkHooks.lua:11
    client = ServerClient { }
    message = {action="modsInfo", message="{ "mods": "NS2 Triad,NS2 Kleos,NS2_Goliath,ns2_turtle,NS2 Eclipse Beta,NS2 Tanith Beta,ns2_yakushima,Ns2 co_faceoff remake,Co_Summit,co_assault,co_chuteout,ns2 co_pulse remake,co_Core remake (Alpha 3),Minimal Alien Vision,Combat Mode,Player Badges,DAK Ad" }
    action = "modsInfo"
    decoded = nil
    (for generator) = function
    (for state) = {1= {action="serverInfo", func=function }, 2= {action="modsInfo", func=function } }
    (for control) = 2
    key = 2
    taulu = {action="modsInfo", func=function }
    </div>

    Any ideas?
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited January 2013
    It looks like you might be using another mod which is conflicting with Combat? Those lines of code are definitely from another mod! :)

    On the surface it might be that DAK or whatever is calling cout/CoutServerNetworkHooks.lua is getting stuck because the message with the mods in is so long that it's been truncated?

    Try disabling the NS2 Triad, Goliath, Turtle, Eclipse etc. mods and see if that helps? It may also be worth raising this in the DAK forum to see if xDragon or anyone else has seen it there before.
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    I'm using ns2stats, Huze's admin badges, and all the related maps' mods.

    core, faceoff, summitcombat, co_Down, veilcombat, ns2_assault.

    There are also some rounds where combat mode does not activate and requires a votemap of another map. It is not map specific as we have played multiple rounds on the maps on which this happens.

    I did not touch the combat cfg file.

    Its weird! I'll post in ns2stats to ask :) Thanks for your help!
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    Hi, was browsing through my logs today and found this:

    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>Warning: Sound info file: sound/combat.soundinfo couldn't be opened</div>

    Tried redownloading the mod again (after several error 28s) from the Steam Workshop and the error still occurs. Doesn't seem to affect gameplay though.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    That's a common error with the soundinfo, and I don't think we're quite sure how to fix it. I think we haven't generated our soundinfo properly for our custom sounds. What we've got seems to work okay though, regardless of the message.
  • WhosatWhosat Singapore Join Date: 2006-11-03 Member: 58301Members, Reinforced - Shadow
    edited January 2013
    Alright, and I can confirm my previous issue was not with combat - was with ns2stats :)

    I've got a few more things coming up on my logs:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Error: Warning: Sound length queried for sound that doesn't exist: /combat/upgrades/marine_lvl_up<!--c2--></div><!--ec2-->


    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000
    Network variable 'status' of class 'Scores' has value 0.000000 which is outside the range 0.000000 to 0.000000<!--c2--></div><!--ec2-->

    as well as the following which does not come up often:
    <div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>[Server] Script Error #1: lua/combat_TechTreeHooks.lua:34: attempt to call method 'GetTechTree' (a nil value)
    Call stack:
    #1: lua/combat_TechTreeHooks.lua:34
    self = {Class######_Hooks= {1= {1=function, 2= {Class######_Hooks= {1= {1=function, 2= {Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=... }, GetHasTech_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function }, 3= {Dispatcher=function, Name="GetHasTech", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 2= {1=function, 2= {Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=... }, GetHasTech_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function }, 3= {Dispatcher=function, Name="GetIsTechAvailable", Orignal= {1=..., 2=..., 3=... }, Post= {1=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 3= {1=function, 2= {Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=... }, GetHasTech_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function }, 3= {Class="TechTree", Dispatcher=function, Name="GetIsTechAvailable", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 4= {1=function, 2= {Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=... }, GetHasTech_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, Remo..., GetHasTech_Hook=function, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, OnLoad=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function }
    callingEntity = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    techId = 149
    silenceError = true
    #2: (tail call):-1
    #3: (tail call):-1
    #4: lua/combat_NS2Gamerules.lua:483
    self = {ChooseTechPoint_Hook=function, Class######_Hooks= {1= {1=function, 2= {ChooseTechPoint_Hook=function, Class######_Hooks= {1= {1=function, 2= {ChooseTechPoint_Hook=function, Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=..., 7=..., 8=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, JoinTeam_Hook=function, NS2Gamerules_GetUpgradedDamage_Hook=function, OnClientConnect_Hook=function, OnCreate_Hook=function, OnLoad=function, OnUpdate_Hook=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetGame_Hook=function, UpdateMapCycle_Hook=function }, 3= {Class="NS2Gamerules", Dispatcher=function, Name="OnCreate", Orignal=function, Post= {1=... }, RealOrignal=function } }, 2= {1=function, 2= {ChooseTechPoint_Hook=function, Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=..., 7=..., 8=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, JoinTeam_Hook=function, NS2Gamerules_GetUpgradedDamage_Hook=function, OnClientConnect_Hook=function, OnCreate_Hook=function, OnLoad=function, OnUpdate_Hook=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetGame_Hook=function, UpdateMapCycle_Hook=function }, 3= {Class="NS2Gamerules", Dispatcher=function, Name="JoinTeam", Orignal= {1=..., 2=..., 3=... }, RealOrignal=function, ReplacedOrignal= {1=..., 2=..., 3=... } } }, 3= {1=function, 2= {ChooseTechPoint_Hook=function, Class######_Hooks= {1=..., 2=..., 3=..., 4=..., 5=..., 6=..., 7=..., 8=... }, HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, JoinTeam_Hook=function, NS2Gamerules_GetUpgradedDamage_Hook=function, OnClientConnect_Hook=function, OnCreate_Hook=function, OnLoad=function, OnUpdate_Hook=function, PostHookClassFunction=function, PostHookFunction=..., HookClassFunction=function, HookFunction=function, HookLibraryFunction=function, JoinTeam_Hook=function, NS2Gamerules_GetUpgradedDamage_Hook=function, OnClientConnect_Hook=function, OnCreate_Hook=function, OnLoad=function, OnUpdate_Hook=function, PostHookClassFunction=function, PostHookFunction=function, RawHookClassFunction=function, RawHookFunction=function, RemoveAllHooks=function, ReplaceClassFunction=function, ReplaceFunction=function, ResetGame_Hook=function, UpdateMapCycle_Hook=function }
    attacker = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    doer = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    damage = 39.941425919533
    damageType = 5
    damageScalar = 1
    #5: (tail call):-1
    #6: (tail call):-1
    #7: rule lua/DamageTypes.lua:164
    target = Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, onGroundNeedsUpdate=false, onLadder=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primalScreamBoost=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, resources=1, rumbleSoundId=118, runningBodyYaw=1.0339806079865, secondaryAttackLastFrame=false, sighted=true, slowAmount=0, standingBodyYaw=0.68918734788895, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=9.5367431640625e-007, stepStartTime=2307.3251953125, stoopIntensity=1, stooping=true, storedHyperMutationCost=0, storedHyperMutationTime=0, teamNumber=2, teamResources=50, techId=160, threeHives=true, timeAbilityEnergyChanged=2306.3874511719, timeLastFeint=0, timeLastHealed=2307.3933105469, timeLastMenu=0, timeOfCrouchChange=2194.2668457031, timeOfLastJump=2115.154296875, timeOfLastUse=0, timeOfLastWeaponSwitch=2302.3142089844, transitionDuration=0, transitionStart=0, tweeningFunction=1, twoHives=true, umbraBulletCount=0, upgrade1=164, upgrade2=165, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, velocity=Vector {x=-0.67013227939606, y=0, z=1.8928149938583 }, velocityLength=2.0079407691956, velocityPitch=0, velocityYaw=1.91106569767, viewModelId=1174, viewPitch=0.32511302828789, viewRoll=0, viewYaw=6.1845297813416, visibleClient=true, waitingForAutoTeamBalance=false, weaponsWeight=0 }
    attacker = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    doer = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    damage = 39.941425919533
    armorFractionUsed = 0.7
    healthPerArmor = 2
    damageType = 5
    #8: GetDamageByType lua/DamageTypes.lua:467
    target = Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, onGroundNeedsUpdate=false, onLadder=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primalScreamBoost=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, resources=1, rumbleSoundId=118, runningBodyYaw=1.0339806079865, secondaryAttackLastFrame=false, sighted=true, slowAmount=0, standingBodyYaw=0.68918734788895, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=9.5367431640625e-007, stepStartTime=2307.3251953125, stoopIntensity=1, stooping=true, storedHyperMutationCost=0, storedHyperMutationTime=0, teamNumber=2, teamResources=50, techId=160, threeHives=true, timeAbilityEnergyChanged=2306.3874511719, timeLastFeint=0, timeLastHealed=2307.3933105469, timeLastMenu=0, timeOfCrouchChange=2194.2668457031, timeOfLastJump=2115.154296875, timeOfLastUse=0, timeOfLastWeaponSwitch=2302.3142089844, transitionDuration=0, transitionStart=0, tweeningFunction=1, twoHives=true, umbraBulletCount=0, upgrade1=164, upgrade2=165, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, velocity=Vector {x=-0.67013227939606, y=0, z=1.8928149938583 }, velocityLength=2.0079407691956, velocityPitch=0, velocityYaw=1.91106569767, viewModelId=1174, viewPitch=0.32511302828789, viewRoll=0, viewYaw=6.1845297813416, visibleClient=true, waitingForAutoTeamBalance=false, weaponsWeight=0 }
    attacker = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    doer = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    damage = 39.941425919533
    damageType = 5
    armorUsed = 0
    healthUsed = 0
    armorFractionUsed = 0.7
    healthPerArmor = 2
    (for generator) = function
    (for state) = {1=function, 2=function, 3=function, 4=function, 5=function, 6=function }
    (for control) = 4
    _ = 4
    rule = function
    #9: DoDamage lua/DamageMixin.lua:62
    self = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    damage = 39.941425919533
    target = Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, onGroundNeedsUpdate=false, onLadder=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primalScreamBoost=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, resources=1, rumbleSoundId=118, runningBodyYaw=1.0339806079865, secondaryAttackLastFrame=false, sighted=true, slowAmount=0, standingBodyYaw=0.68918734788895, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=9.5367431640625e-007, stepStartTime=2307.3251953125, stoopIntensity=1, stooping=true, storedHyperMutationCost=0, storedHyperMutationTime=0, teamNumber=2, teamResources=50, techId=160, threeHives=true, timeAbilityEnergyChanged=2306.3874511719, timeLastFeint=0, timeLastHealed=2307.3933105469, timeLastMenu=0, timeOfCrouchChange=2194.2668457031, timeOfLastJump=2115.154296875, timeOfLastUse=0, timeOfLastWeaponSwitch=2302.3142089844, transitionDuration=0, transitionStart=0, tweeningFunction=1, twoHives=true, umbraBulletCount=0, upgrade1=164, upgrade2=165, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, velocity=Vector {x=-0.67013227939606, y=0, z=1.8928149938583 }, velocityLength=2.0079407691956, velocityPitch=0, velocityYaw=1.91106569767, viewModelId=1174, viewPitch=0.32511302828789, viewRoll=0, viewYaw=6.1845297813416, visibleClient=true, waitingForAutoTeamBalance=false, weaponsWeight=0 }
    point = Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }
    direction = Vector {x=-0.25018638372421, y=0.21833029389381, z=-0.94325953722 }
    surface = "none"
    altMode = nil
    showtracer = nil
    killedFromDamage = false
    doer = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    attacker = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    parentVortexed = false
    damageType = 5
    armorUsed = 0
    healthUsed = 0
    #10: RadiusDamage lua/Entity.lua:355
    entities = {1=Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, o..., 2=AlienSpectator-1856 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, autoSpawnTime=0, baseYaw=0, bodyYaw=0, bodyYawRun=0, cameraDistance=5, clientIndex=12, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, desiredCameraDistance=5, desiredCameraPosition=Vector {x=-15.614253997803, y=-11.380400657654, z=23.922214508057 }, desiredCameraYOffset=0, eggId=-1, flinchIntensity=0, followMoveEnabled=true, followedTargetId=1559, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=Vector {x=-5.4082674980164, y=-12.156999588013, z=7.2903852462769 }, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, imposedTargetId=-1, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1549, locationId=8, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveTransition=true, onGround=false, onGroundNeedsUpdate=false, onLadder=false, overheadMoveEnabled=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, queuePosition=1, resources=2, runningBodyYaw=0, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, specMode=3, standingBodyYaw=6.1163625717163, startCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, startCameraDistance=5, startCameraPosition=Vector {x=-5.... }
    centerOrigin = Vector {x=-6.4490938186646, y=-12.092000007629, z=19.342161178589 }
    radius = 8
    fullDamage = 130
    doer = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    ignoreLOS = nil
    alwaysFullDamage = nil
    (for generator) = function
    (for state) = {1=Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, o..., 2=AlienSpectator-1856 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, autoSpawnTime=0, baseYaw=0, bodyYaw=0, bodyYawRun=0, cameraDistance=5, clientIndex=12, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, desiredCameraDistance=5, desiredCameraPosition=Vector {x=-15.614253997803, y=-11.380400657654, z=23.922214508057 }, desiredCameraYOffset=0, eggId=-1, flinchIntensity=0, followMoveEnabled=true, followedTargetId=1559, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=Vector {x=-5.4082674980164, y=-12.156999588013, z=7.2903852462769 }, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, imposedTargetId=-1, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1549, locationId=8, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveTransition=true, onGround=false, onGroundNeedsUpdate=false, onLadder=false, overheadMoveEnabled=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, queuePosition=1, resources=2, runningBodyYaw=0, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, specMode=3, standingBodyYaw=6.1163625717163, startCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, startCameraDistance=5, startCameraPosition=Vector {x=-5.... }
    (for control) = 1
    index = 1
    target = Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, onGroundNeedsUpdate=false, onLadder=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primalScreamBoost=false, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, resources=1, rumbleSoundId=118, runningBodyYaw=1.0339806079865, secondaryAttackLastFrame=false, sighted=true, slowAmount=0, standingBodyYaw=0.68918734788895, startCameraAngles=Vector {x=0, y=0, z=0 }, startCameraDistance=0, startCameraPosition=Vector {x=0, y=0, z=0 }, startCameraYOffset=0, stepAmount=9.5367431640625e-007, stepStartTime=2307.3251953125, stoopIntensity=1, stooping=true, storedHyperMutationCost=0, storedHyperMutationTime=0, teamNumber=2, teamResources=50, techId=160, threeHives=true, timeAbilityEnergyChanged=2306.3874511719, timeLastFeint=0, timeLastHealed=2307.3933105469, timeLastMenu=0, timeOfCrouchChange=2194.2668457031, timeOfLastJump=2115.154296875, timeOfLastUse=0, timeOfLastWeaponSwitch=2302.3142089844, transitionDuration=0, transitionStart=0, tweeningFunction=1, twoHives=true, umbraBulletCount=0, upgrade1=164, upgrade2=165, upgrade3=1, upgrade4=1, upgrade5=1, upgrade6=1, upgrade7=1, upgrade8=1, velocity=Vector {x=-0.67013227939606, y=0, z=1.8928149938583 }, velocityLength=2.0079407691956, velocityPitch=0, velocityYaw=1.91106569767, viewModelId=1174, viewPitch=0.32511302828789, viewRoll=0, viewYaw=6.1845297813416, visibleClient=true, waitingForAutoTeamBalance=false, weaponsWeight=0 }
    targetOrigin = Vector {x=-7.8356432914734, y=-10.881999015808, z=14.114554405212 }
    wallBetween = false
    distanceFromTarget = 5.5420660972595
    damageFalloff = 16.25
    damage = 39.941425919533
    damageDirection = Vector {x=-0.25018638372421, y=0.21833029389381, z=-0.94325953722 }
    #11: Detonate lua/Weapons/Marine/Grenade.lua:106
    self = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    targetHit = nil
    hitEntities = {1=Onos-1559 {abilityEnergyOnChange=38.7470703125, activeWeaponId=848, alive=true, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0.20000000298023, animationGraphIndex=49, animationGraphNode=0, animationSequence2=1, animationSequence=3, animationSpeed2=1, animationSpeed=1, animationStart2=2306.3874511719, animationStart=2306.4423828125, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0.3447932600975, cameraDistance=0, celeritySpeedScalar=0, charging=false, clientIndex=6, cloaked=false, cloakedFraction=0, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=0, y=0, z=0 }, desiredCameraDistance=0, desiredCameraPosition=Vector {x=0, y=0, z=0 }, desiredCameraYOffset=0, detected=false, directionMomentum=0, dragsUmbra=false, energizeLevel=0, enzymed=false, flinchIntensity=0.8573459982872, followingTransition=false, fov=90, frozen=false, fullPrecisionOrigin=Vector {x=-7.8356432914734, y=-12.181999206543, z=14.114554405212 }, fullyCloaked=false, gameEffectsFlags=0, gameStarted=true, giveDamageTime=2302.1037597656, gravityEnabled=true, hasAdrenalineUpgrade=false, health=794.18115234375, healthIgnored=false, inCombat=true, infestationSpeedScalar=0, infestationSpeedUpgrade=false, isCatalysted=false, isCorroded=false, isMoveBlocked=false, isOnFire=false, isUsing=false, jumpHandled=false, jumping=false, lastTakenDamageAmount=121, lastTakenDamageOrigin=Vector {x=-5.9643526077271, y=-12.091999053955, z=14.724013328552 }, lastTakenDamageTime=2307.3432617188, lastTargetId=-1, layer1AnimationBlend=0.20000000298023, layer1AnimationGraphNode=10, layer1AnimationSequence2=11, layer1AnimationSequence=0, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=2306.3276367188, layer1AnimationStart=2306.4423828125, locationEntId=1549, locationId=8, maxArmor=400, maxHealth=1000, mode=1, modeTime=-1, modelIndex=71, moveTransition=false, movementModiferState=false, numStacks=0, onGround=true, o..., 2=AlienSpectator-1856 {activeWeaponId=-1, alive=false, animateAngles=false, animateDistance=false, animatePosition=false, animateYOffset=false, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, autoSpawnTime=0, baseYaw=0, bodyYaw=0, bodyYawRun=0, cameraDistance=5, clientIndex=12, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentBadge=1, darwinMode=false, desiredCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, desiredCameraDistance=5, desiredCameraPosition=Vector {x=-15.614253997803, y=-11.380400657654, z=23.922214508057 }, desiredCameraYOffset=0, eggId=-1, flinchIntensity=0, followMoveEnabled=true, followedTargetId=1559, followingTransition=false, fov=90, freeLookMoveEnabled=false, frozen=false, fullPrecisionOrigin=Vector {x=-5.4082674980164, y=-12.156999588013, z=7.2903852462769 }, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, gravityEnabled=true, health=100, healthIgnored=false, imposedTargetId=-1, isCorroded=false, isMoveBlocked=false, isUsing=false, jumpHandled=false, jumping=false, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=1549, locationId=8, maxArmor=0, maxHealth=100, mode=1, modeTime=-1, modelIndex=0, moveTransition=true, onGround=false, onGroundNeedsUpdate=false, onLadder=false, overheadMoveEnabled=false, physicsGroup=7, physicsGroupFilterMask=0, physicsType=1, primaryAttackLastFrame=false, processMove=true, pushImpulse=Vector {x=0, y=0, z=0 }, pushTime=0, queuePosition=1, resources=2, runningBodyYaw=0, secondaryAttackLastFrame=false, sighted=false, slowAmount=0, specMode=3, standingBodyYaw=6.1163625717163, startCameraAngles=Vector {x=6.2534642219543, y=6.1163625717163, z=0 }, startCameraDistance=5, startCameraPosition=Vector {x=-5.... }
    owner = nil
    #12: lua/Weapons/Marine/Grenade.lua:88
    self = Grenade-2013 {animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=0, animationSpeed=1, animationStart2=0, animationStart=0, collisionRep=0, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=0, layer1AnimationSequence=-1, layer1AnimationSpeed2=0, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationEntId=-1, locationId=0, modelIndex=81, physicsGroup=1, physicsGroupFilterMask=0, physicsType=1, sighted=false, teamNumber=1, techId=1, vortexed=false }
    delta = -0.003173828125</div>
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited January 2013
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