portal disables my AI

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pestchamber
614 Posts
Posted May 30, 2008
i think its something related to aperture_ai. but if i just load my second map its fine but if i play my first map and go to the end so it loads my 2nd map it says AI disabled when im done loading
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Hen7
91 Posts
Posted May 30, 2008
Replied 1 hour later
Stopped happening to me when I've placed one info_node under the aperture_ai. (Can be placed everywhere.)
I think it's a problem with the turrets not the aperture_ai though.
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appunxintator
142 Posts
Posted May 30, 2008
Replied 1 hour later
so, is that what nodes are for?
I've seen them everywhere but had no idea what they were.
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msleeper
4,095 Posts
Admin
Posted May 30, 2008
Replied 16 minutes later
info_nodes (and really air_nodes and other AI _node entities) are how the AI knows how to traverse, navigate, and view the world. Since all of the enemies are stationary in Portal they're not used extensively, but if you map for HL2 or other Singleplayer mods, you would need to use them to an extreme extent if you want AI doing anything more than standing still.
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pestchamber
614 Posts
Posted May 31, 2008
Replied 4 hours later

Hen7 wrote:
I think it's a problem with the turrets not the aperture_ai though.

im on my second map witch means chamber 5 -.- im not using turrets yet :s but because the only ai thing i got was aperture ai i once tried to remove it then it worked when i changemaped (lolz) .. then i placed it again it still worked then next day it didnt work again..

im using sounds for GLaDOS to talk so i can put sounds together but i need Aperture_AI for security cams...

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Doomsday192
371 Posts
Posted May 31, 2008
Replied 5 minutes later
just place an info_node like hen7 said
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pestchamber
614 Posts
Posted May 31, 2008
Replied 29 minutes later

Doomsday192 wrote:
just place an info_node like hen7 said

okai but i have to wait til tommorow

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Hurricaaane
189 Posts
Posted May 31, 2008
Replied 1 hour later
The answer is to load level 2 manually, one time. The game doesn't create Node Graphs on changelevels (I mean, map-to-map changelevels).