echo(Unable
IOError - Something went wrong during read or writing the stream
UnknownError - Catch all for an error of some kind
- '3DNOW' Enable 3dNow! math routines.
- 'C' Enable the C math routines. C routines are always enabled.
- 'FPU' Enable floating point unit routines.
- 'MMX' Enable MMX math routines.
- 'SSE' Enable SSE math routines.
// Start drag by adding the drag control to the canvas and then calling startDragging().
// Start ghosting objects to the client
// Start out with unmodified pitch.
// Start with the CRC
borderEnable = dynamic
screenError = 16
zEnable = false
zWriteEnable = false
<
li>
<
b>
Deployed<
/b>
: Mine has attached to a surface but is not yet armed. Start playing the #armingSound and <
i>
armed<
/i>
sequence.<
/li>
<
li>
<
b>
Triggered<
/b>
: Mine has been triggered and will explode soon. Invoke the onTriggered callback, and start playing the #triggerSound and <
i>
triggered<
/i>
sequence.<
/li>
>
>
>
ERROR duplicate mesh usage not allowed: '%s'
- XI_START, XI_BACK - The Start and Back buttons.
#<
unable to spawn particle named %s
%indexStart = 3
%s: Unable to find function %s%s%s
%s: Unable to find object: '%s' attempting to call function '%s'
%s: Unable to find parent object %s for %s.
%s: Unable to instantiate non-SimObject class %s.
%s: Unable to instantiate non-conobject class %s.
%s: Unable to instantiate non-datablock class %s.
%this.addSequence( ./player_look.dsq, look, 0, -1 )
// start to end
%this.addSequence( walk, walk_shortA, 0, 4 )
// start to frame 4
>
>
>
Advanced script error report. Line %d.
>
>
>
Error report complete.
>
>
>
Some error context, with ## on sides of error halt:
<
li>
<
b>
play:<
/b>
<
p>
<
p>
Finally, the #track attached to the slot is played. However, this will only @b start playback of the track and then immediately move on to the next stage. It will @b not wait for the track to finish playing. Note also that depending on the @c replay setting for the slot, this stage may pick up a source that is already playing on the slot rather than starting a new one.<
/p>
<
p>
Several slot properties (fade times, min/max distance, and volume/pitch scale) are used in this stage.<
/p>
<
/li>
<
li>
add/remove elements: elements can be pushed/popped from the start or end of the array, or can be inserted/erased from anywhere in the middle<
/li>
<
li>
array pointers: this allows you to move forwards or backwards through the array as if it was a list, including jumping to the start or end.<
/li>
<
table border='1' cellpadding='1'>
<
tr>
<
th>
Operation<
/th>
<
th>
%FileObject Method<
/th>
<
th>
Description<
/th>
<
/tr>
<
tr>
<
td>
Read<
/td>
<
td>
openForRead()<
/td>
<
td>
Open the file for reading<
/td>
<
/tr>
<
tr>
<
td>
Write<
/td>
<
td>
openForWrite()<
/td>
<
td>
Open the file for writing to and replace its contents (if any)<
/td>
<
/tr>
<
tr>
<
td>
Append<
/td>
<
td>
openForAppend()<
/td>
<
td>
Open the file and start writing at its end<
/td>
<
/tr>
<
/table>
<
ul>
<
li>
The ID of the object that was struck.<
/li>
<
li>
The x, y, z position that it was struck.<
/li>
<
li>
The x, y, z of the normal of the face that was struck.<
/li>
<
li>
The distance between the start point and the position we hit.<
/li>
<
/ul>
@ingroup Game
( S32 size, const char* type, const char* target, S32 depth, F32 merge, F32 concavity, S32 maxVerts, F32 boxMaxError, F32 sphereMaxError, F32 capsuleMaxError )
( SFXSource source | ( SFXTrack track [, float x, float y, float z ] ) ) Start playing the given source or create a new source for the given track and play it.
( bool enable )
( const char* str, const char* chr, S32 start )
( string message... ) @brief Logs an error message to the console.
(int plotID, int samples)Get a data point from the plot specified, samples from the start of the graph.@return The data point ID
(pattern, [state]) -@brief Enable sampling for all keys that match the given name pattern. Slashes are treated as separators.
* error loading mesh %s
* error loading mesh textures
- @a index = 0 will insert an element at the start of the array (same as push_front())
- numMaxBuffers: The maximum number of concurrent voices supported by the device's mixer. If this limit limit is exceeded, i.e. if there are more active sounds playing at any one time, then voice virtualization will start culling voices and put them into virtualized playback mode. Voice virtualization may or may not be provided by the device itself
if not provided by the device, it will be provided by Torque's sound system.
// Immediately start playing the given track. Fade it in to full volume over 5 seconds.
// Inform the path camera to start a new path at// the camera's current position, and set the new // path's speed value.
// Renable the light
// Set start id
// Start rolling credits.
// Start the computation.
// Will automatically start writing to testLogging.txt with normal priority
// With this method, we start the operation when the mouse is click-dragged away from a color swatch.
// anything else will be sent back as an error to the client.
@brief Attach a sound to this shape and start playing it.
@brief Called by the server during phase 2 of the mission download to start sending ghosts to the client.
@brief Called on the client when there is an error with the connection to the server.
@brief Cast a ray from start to end, checking for collision against items matching mask.
@brief Clear the camera's path and set the camera's current transform as the start of the new path.
@brief Clear the last error description.
@brief Create a new play-once source for the given @a track and start playback of the source.
@brief Create a new play-once source for the given @a track, position its 3D sound at the given coordinates (if the track's description is set up for 3D sound) and start playback of the source.
@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source for it and start playback.
@brief Create a new temporary SFXProfile from the given @a description and @a filename, then create a play-once source for it and start playback. Position the source's 3D sound at the given coordinates (only if the description is set up for 3D sound).
@brief Density of the particle cloud created at the start of the explosion.
@brief Does the turret's mounted weapon(s) start in a loaded state.
@brief Emitter used to generate a cloud of particles at the start of the explosion.
@brief Enable or disable multiple selections for this GuiListBoxCtrl object.
@brief Enable rendering of the cursor.
@brief Get last error description.
@brief Logs an error message to the console.
@brief Radial distance from the center of the Lightning object for the start point of the bolt.
@brief Return a substring of @a str starting at @a start and continuing either through to the end of @a str (if @a numChars is -1) or for @a numChars characters (except if this would exceed the actual source string length).
@brief Sets the current selection range from index start to stop. If no stop is specified it sets from start index to the end of the list
@brief Start a new animation thread, or restart one that has been paused or stopped.
@brief Start a search for all items of the types specified by the bitset mask.
@brief Start a search for items at the given position and within the given radius, filtering by mask.
@brief Start listening on the specified port for connections.
@brief Start playback of the given source.
@brief Start watching resources for file changes
@brief Whether to enable environment mapping on this Image.
@brief sets the menu item to enabled or disabled based on the enable parameter.
@note Proximity mines with the #static field set to true will start in the <
b>
Armed<
/b>
state. Use this for mines placed with the World Editor.
@note Set to zero to have the stuck test start immediately.
@note The 'xxxxDefined' fields are used to know what groups of fields are modified when combining multiple state blocks in material processing. You should take care to enable the right ones when setting values.
@param a Vector to start interpolation from.
@param boxMaxError max % volume difference for a hull to be converted to a box (hulls only)
@param capsuleMaxError max % volume difference for a hull to be converted to a capsule (hulls only)
@param enable New setting for script trace execution, on by default.
@param enable True if all rendering should be done to the front buffer
@param enabled Boolean enable / disable value.
@param enabled Indicate true to enable the row or false to disable it.
@param errorString The connection error text.
@param indexStart Index Id to start selection.
@param menuItemTarget The menu item inside of the menu to enable or disable
@param message The message to log to the console and show in an error message box.
@param port Port for this TCPObject to start listening for connections on.
@param rangeStart The start Unicode point.
@param remoteEcho [optional] Enable echoing back to the client, off by default.
@param sequence The sequence is common between the server and client and ensures that the client is acting on the most recent mission start process. If an errant network packet (one that was lost but has now been found) is received by the client with an incorrect sequence, it is just ignored. This sequence number is updated on the server every time a mission is loaded.
@param source The source to start playing.
@param sphereMaxError max % volume difference for a hull to be converted to a sphere (hulls only)
@param start (optional) first frame to copy. Defaults to 0, the first frame in the sequence.
@param start An XYZ vector containing the tail position of the ray.
@param start The index into @a str at which to start searching for the given character.
@param start The offset at which to start copying out characters.
@param state New borderEnable state: on, off or dynamic
@param tick (optional) True or nothing to enable ticking, false otherwise.
@return A string of the last error message.
@return TAB delimited string of the form: from
@returns An error text message upon failure, or an empty string when successful.
A global LOD scale used to tweak the default terrain screen error value.
A mapper file function failed because reading or writing the user or IHV settings file failed. &
A run-time error occurred.
Amount of time, in milliseconds, to delay the start of the explosion effect from the creation of the Explosion object.
An error occurred in the device create callback function.
An error occurred in the device reset callback function.
An error occurred when attempting to create a device.
An error occurred when attempting to reset a device.
An internal driver error occurred.
An internal error (D2D bug) occurred. On checked builds, we would assert.
An offset from the camera in meters for moving the start of the fog effect.
An undetermined error occurred
Any material targets that start with the old skin name have that part of the name replaced with the new skin name. The initial old skin name is base. For example, if a new skin of blue was applied to a model that had material targets <
i>
base_body<
/i>
and <
i>
face<
/i>
, the new targets would be <
i>
blue_body<
/i>
and <
i>
face<
/i>
. Note that <
i>
face<
/i>
was not renamed since it did not start with the old skin name of base.
Buffer error in compressed datastream
Check to enable turbulence. This causes precipitation drops to spiral while falling.
ColladaUtils::exportToCollada(): Unable to export to %s
Concatenates all given arguments to a single string and prints the string to the console as an error message (in the in-game console, these will show up using a red font by default). A newline is added automatically after the text.
DDSFile::read - error reading header!
DDSFile::readHeader - unable to match alpha Luminance format!
DDSFile::readHeader - unable to match alpha RGB format!
DDSFile::readHeader - unable to match non-alpha Luminance format!
DDSFile::readHeader - unable to match non-alpha RGB format!
DDSFile::write - error writing header!
DInputDevice::rumbleJoystick - %s - Failed to start rumble effect
Data error in compressed datastream
DbgFileView: unable to open file %s.
DecalManagerAddDecal - Unable to create decal instance.
Define Restart Interval %u
Determines start of distortion effect where water surface intersects the camera near plane.
DispatchMessageObject - Unable to find message object
Display an error message box showing the given @a message and then shut down the engine and exit its process.
Distance at which to start volume attenuation of the 3D sound.
Distance from camera pos at which to start fading out icons.
Enable debug rendering
Enable expanded support for mixing static and dynamic lighting (more costly)
Enable or disable rendering of the corona sprite.
Enable or disable rendering of the moon sprite during night.
Enable or disable rendering of this layer.
Enable or disable tracing in the script code VM.
Enable shadows for this shape (currently unused, shadows are always enabled).
Error Code: %s
Error allocating memory. Shutting down.
Error connecting %s: %s
Error connecting to %s: %s (%i)
Error connecting: %s
Error converting to UTF-8 in oneUTF32toUTF8(). isAboveBMP() should have caught this!
Error document empty.
Error getting socket options: %s
Error in user chunk
Error null (0) or unexpected EOF found in input stream.
Error parsing CDATA.
Error parsing Comment.
Error parsing Declaration.
Error parsing Element.
Error parsing UUID in PID: '%s'
Error parsing UUID: '%s'
Error parsing Unknown.
Error parsing: %s at or around line: %d
Error reading Attributes.
Error reading Element value.
Error reading MNG file:
Error reading PNG file:
Error reading a file.
Error reading end tag.
Error reading from socket: %s
Error setting %s, parse error: %s
Error when TiXmlDocument added to document, because TiXmlDocument can only be at the root.
Error writing a file during auditioning.
Error, unable to load emitter for image datablock
Error, unable to load particle emitter for explosion datablock
Error, unable to load projectile for shapebaseimagedata
Error, unable to load sound profile for explosion datablock: %s
Explosions can generate two different particle effects. The first is a single burst of particles at the start of the explosion emitted in a spherical cloud using particleEmitter.
Fading is coupled to the play(), pause(), and stop() methods as well as to loop iterations when SFXDescription::fadeLoops is true for the source. play() and the start of a loop iteration will trigger a fade-in whereas pause(), stop() and the end of loop iterations will trigger fade-outs.
Failed to get MCI error string!
Fatal error - scanner input buffer overflow
Find the start of @a needle in @a haystack searching from left to right beginning at the given offset.
Find the start of @a substring in the given @a string searching from left to right.
Flag to spawn object as soon as SpawnSphere is created, true to enable or false to disable.
GFXD3D9Device::_updateRenderTargets() - Error setting viewport!
GFXD3D9Shader::_compileShader - Error compiling shader: %s: %s (%x)
GFXD3D9Shader::_compileShader - Unable to create shader for '%s'.
GFXD3D9Shader::init - Unable to load precompiled pixel shader for '%s'.
GFXD3D9Shader::init - Unable to load precompiled vertex shader for '%s'.
GFXD3D9TextureManager::_createTexture - unable to create render target
GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to create stencil/depth surface
GFXPCD3D9WindowTarget::createAdditionalSwapChain: Unable to get backbuffer!
GFont::load - error creating platform font for '%s'
GFont::load - error reading '%s'
Ghosts represent objects on the server that are in scope for the client. These need to be synchronized with the client in order for the client to see and interact with them. This is typically done during the standard mission start phase 2 when following Torque's example mission startup sequence.
Got an error sending our HTTP request!
GroundCover::_initShapes() unable to load shape: %s
GuiBitmapButtonCtrl::setBitmap - Unable to load texture: %s
GuiCanvas::setVideoMode(): Error - Invalid resolution of (%d, %d) - attempting (%d, %d)
GuiControl::onAdd() unable to find specified profile and GuiDefaultProfile does not exist!
GuiControl::onAdd() unable to find specified tooltip profile and GuiTooltipProfile does not exist!
GuiFileTreeCtrl::onVirtualParentExpand - Unable to retrieve item value!
GuiInspectorDynamicField::renameField - Unable to locate GuiInspectorDynamicGroup parent!
GuiListBoxCtrl::insertItem - error allocating item memory!
GuiTabBookCtrl::onChildAdded - unable to find active page to reassign ownership of new child control to, placing on parent
GuiTreeViewCtrl::getTextToRoot: invalid start item id!
GuiTreeViewCtrl::moveItemUp: Unable to move item up, bad data!
GuiTreeViewCtrl::scrollVisible - was unable to find specified item in visible list!
Here has been a presentation error that may be recoverable. The caller needs to recreate, rerender the entire frame, and reattempt present.
If restarted using playThread, the animation will start from the beginning again.
If the object to which the emitter is attached is in motion, it should try to ensure that for call (n+1) to this function, start is equal to the end from call (n). This will ensure a uniform spatial distribution.
If the sound data for the source has not yet been fully loaded, there will be a delay after calling play and playback will start after the data has become available.
If this is true, the emitter will immediately start to play when the level is loaded.
In most cases you'll want this set if you're using useEyeNode. You may also want to set this if the muzzlePoint is animated while it shoots. You can set this to false even if these previous cases are true if the image's shape is set up in the correct position and orientation in the 'root' pose and none of the nodes are animated at key times, such as the muzzlePoint essentially remaining at the same position at the start of the fire state (it could animate just fine after the projectile is away as the muzzle vector is only calculated at the start of the state).
Indicates an error in an input file such as a font file.
Indicates an error originating in DirectWrite code, which is not expected to occur but is safe to recover from.
Internal error handling cHRM coefficients
Internal error handling cHRM->
XYZ
Internal error in png_XYZ_from_xy
Internally a PathManager is used to track all paths defined within a mission on the server, and each one is transmitted using a PathManagerEvent. The client side collects these events and builds the given paths within its own PathManager. This is typically done during the standard mission start phase 2 when following Torque's example mission startup sequence.
Invalid error action to rgb_to_gray
Invalid error string passed
List of additional ExplosionData objects to create at the start of the explosion.
Manually start playback of the emitter's sound.
MaterialManager: Unable to find material '%s'
Minimum speed at which to start generating contrail particles.
Moves array pointer to start of array
Non-looping sound effect that will be played at the start of the explosion.
Note that to enable expanding/collapsing of directories, the control must be
On the server, this password is compared with what is stored in ::Server::Password. If ::Server::Password is empty then the client's sent password is ignored. Otherwise, if the passed in client password and the server password do not match, the CHR_PASSWORD error string is sent back to the client and the connection is immediately terminated.
Once you have created an ActionMap, you can start binding functionality to events. Currently, Torque 3D supports the following devices out of the box
Output file write error --- out of disk space?
ParticleEmitterData(%s) unable to find any particle datablocks
ParticleEmitterData(%s) unable to find particle datablock: %d
ParticleEmitterData(%s) unable to find particle datablock: %s
PersistenceManager::addRemoveField() - error parsing array position - was expecting a '[' character
PersistenceManager::parseObject() - error parsing array position - was expecting a '[' character
PersistenceManager::removeObjectFromFile(): Unable to find %s %s (%d) in %s
PersistenceManager::removeObjectFromFile(): Unable to find %s (%d) in %s
PersistenceManager::removeObjectFromFile(): Unable to open %s to save %s
PersistenceManager::saveDirty(): Unable to open %s to save %s %s (%d)
PersistenceManager::saveDirty(): Unable to open %s to save %s (%d)
PersistenceManager::saveDirtyObject(): Unable to open %s to save %s %s (%d)
PersistenceManager::saveDirtyObject(): Unable to open %s to save %s (%d)
PhysicsDebugDraw( bool enable )
PhysicsShapeData::preload - Unable to load shape '%s'.
Playback of the source is stopped. When transitioning to Playing state, playback will start at the beginning of the source.
PopulateAllFontCacheRange - range start is after end!
PopulateFontCacheRange - range start is after end
RegisterMessageListener - Unable to find listener object, not an IMessageListener ?!
Remote Command Error - command must be a tag.
RenderShapeExample::createShape() - Unable to load shape: %s
Resource<
GBitmap>
::create - error reading '%s'
Resource<
TSShape>
::create - Error reading '%s'
Restart all sources that was last created for the slot.
SFXSource sfxPlayOnce( ( SFXTrack track | SFXDescription description, string filename ) [, float x, float y, float z, float fadeInTime=-1 ] ) Create a new play-once source for the given profile or description+filename and start playback of the source.
SGUtil::clipToPlane: error in polygon clipper
SceneLighting:: Unable to register SceneLighting object!
SceneLighting::light: unable to persist lighting!
ScriptTickObject is a ScriptObject that adds callbacks for tick and frame events. Use setProcessTicks() to enable or disable the onInterpolateTick() and onProcessTick() callbacks. The callOnAdvanceTime property determines if the onAdvanceTime() callback is called.
Set to true to enable shading of the drops and splashes by the sun color.
Set to true to enable splash animations when drops collide with other surfaces.
SetCoreLangTable - Unable to find LanTable '%s'
SettingObj.beginGroup(groupName, fromStart = false)
SfxCreateSource - unable to create profile
SfxPlayOnce - Unable to locate sound track/description '%s'
SfxPlayOnce - unable to create profile
SimDataBlocks, also known as just datablocks, need to be transmitted to the client prior to the client entering the game world. These represent the static data that most objects in the world reference. This is typically done during the standard mission start phase 1 when following Torque's example mission startup sequence.
Start Of Frame 0x%02x: width=%u, height=%u, components=%d
Start Of Scan: %d components
Start fading shadows out at this distance. 0 = auto calculate this distance.
Start of Image
Start playback of the source.
Start playing the video. If the video is already playing, the call is ignored.
Start the drag operation.
StartPrecisionTimer() - Create and start a high resolution platform timer. Returns the timer id.
Static %friction determines the force needed to start moving an at-rest object in contact with a surface. If the force applied onto shape cannot overcome the force of static %friction, the shape will remain at rest. A higher coefficient will require a larger force to start motion. This value should be both greater than 0 and the PhysicsDebrisData::friction.
Static %friction determines the force needed to start moving an at-rest object in contact with a surface. If the force applied onto shape cannot overcome the force of static %friction, the shape will remain at rest. A larger coefficient will require a larger force to start motion. This value should be larger than zero and the physicsShape's friction.
Stop playback of the video. The next call to play() will then start playback from the beginning of the video.
Syntax error in subpattern name (missing terminator)
TSShape::addSequence: Start keyframe (%d) out of range (0-%d) for sequence '%s'
TSStatic::_createShape() - Unable to load shape: %s
TerrainBlock::createNew - error creating '%s'
TerrainBlock::exportHeightMap() - Error opening file for writing: %s !
TerrainBlock::exportHeightMap() - Error writing %s: %s !
TerrainBlock::exportLayerMaps() - Error opening file for writing: %s !
TerrainBlock::exportLayerMaps() - Error writing %s: %s !
The <
i>
ambient<
/i>
animation of this model will be played automatically at the start of the explosion.
The DOM was unable to create an attribute
The DOM was unable to create an element named
The DOM was unable to set a value for element of type
The Minnaert shading constant value. Must be greater than 0 to enable the effect.
The actual start point will be a random point within this radius.
The application has made an erroneous API call that it had enough information to avoid. This error is intended to denote that the application should be altered to avoid the error. Use of the debug version of the DXGI.DLL will provide run-time debug output with further information.
The distance at which the decal system will start breaking up decal spheres when adding new decals.
The phase used to offset the animation start time to vary the animation of nearby lights.
The radius beyond which the decal system will start breaking up decal spheres when adding new decals.
The sample start time is after the sample end time.
The source will be returned in stopped state. Call SFXSource::play() to start playback.
This allows you to hide all meshes in the shape, for example, and then only enable a few.
To start a drag operation, construct a GuiDragAndDropControl and add the control that should be drag&
dropped as a child to it. Note that this must be a single child control. To drag multiple controls, wrap them in a new GuiControl object as a temporary container.
True indicates that all mounted weapons start in a loaded state.
Typically, during the standard mission start phase 1, the mission file's CRC value on the server is send to the client. This allows the client to determine if the mission has changed since the last time it downloaded this mission and act appropriately, such as rebuilt cached lightmaps.
Unable to IDirectInputJoyConfig_Acquire because the user does not have sufficient privileges to change the joystick configuration. &
An invalid media type was specified
Unable to bind port %d: %s
Unable to create buffer!
Unable to create d3d9 device #0.
Unable to create sfx source as the profile was not found: %s
Unable to create sound fx source
Unable to find nodeID for mesh %s
Unable to get adapter mode.
Unable to get constant table info.
Unable to initialize UDP - error %d
Unable to listen on port %d: %s
Unable to load shape: %s
Unable to locate sfx track '%s'
Unable to locate sound track/description '%s'
Unable to lock vertex buffer.
Unable to match primary surface creation request with existing primary surface.
Unable to open demo file %s.
Unable to open file '%s for writing.
Unable to open file '%s' for writing.
Unable to open listen socket: %s
Unable to open zip file
Unable to re-open zip file. Strange!
Unable to re-open zip file?!
Unable to select a variation.
Unable to spawn an object without a spawnClass
Unable to unlock vertex buffer.
Unexpected error encountered
Unexpected error on socket: %s
UnregisterMessageListener - Unable to find listener object, not an IMessageListener ?!
Used to enable wireframe rendering on terrain for debugging.
Using #playOnAdd emitters can be configured to start playing immediately when they are added to the system (e.g. when the level objects are loaded from the mission file).
Usually you do not manually create Debris objects as they are generated through other means, such as an Explosion. This method exists when you do manually create a Debris object and want to have it start moving.
VideoCapture: an error has ocurred while closing the video stream
VideoCapture: an error occurred while encoding a frame. Recording aborted.
Virtual bool addCollisionDetail( S32 size, const char* type, const char* target, S32 depth, F32 merge, F32 concavity, S32 maxVerts, F32 boxMaxError, F32 sphereMaxError, F32 capsuleMaxError )
Virtual void renderFront( bool enable )
When the AIPlayer is asked to move, this property is the number of ticks to wait before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer to accelerate to full speed without its initial slow start being considered as stuck.
When the datablocks have all been transmitted, onDataBlocksDone() is called to move the mission start process to the next phase.@param sequence The sequence is common between the server and client and ensures that the client is acting on the most recent mission start process. If an errant network packet (one that was lost but has now been found) is received by the client with an incorrect sequence, it is just ignored. This sequence number is updated on the server every time a mission is loaded.
When the server changes the damage flash or white out values, this callback is called either is on or both are off. Typically this is used to enable the flash postFx.
Whether playback of the emitter's sound should start as soon as the emitter object is added to the level.
Whether to start playing video when control is woken up.
Would you like to use the debugger? If you cancel, you won't be asked again until you restart Torque.
X
ZipArchive::readCentralDirectory - %s: Error reading central directory.
[GBitmap::readBitmap] unable to find registration for extension [%s]
[GBitmap::writeBitmap] unable to find registration for extension [%s]
[MaterialList::mapMaterials] Unable to find material for texture: %s