Messed up sound and A.I Disabled

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E1025
104 Posts
Posted Dec 29, 2007
Hi again. My first problem is with the music in my map. I'm currently working on 3 maps. The first map has a problem with the music in it.

Portal.song3 and Portal.song1 are messed up. They play with lots of static and are playing slowly. I can't seem to turn them off. I had another song in the map but it lagged the map and was seriously bad, so I deleted it.

Portal.room9_OFortuna seems to work fine.

If I can't find a work around could to tell me how to get custom sounds to work? Then I could just use the songs ripped directly from the game.

The A.I Disabled message appears when I finish the first map and the second one loads. I added a client_pointcommand with the command of ai_disable to enable the GlaDOS speech but the message is still there. How do I fix this?

Thanks for any help.

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Hurricaaane
189 Posts
Posted Dec 29, 2007
Replied 4 hours later

E1025 wrote:
The A.I Disabled message appears when I finish the first map and the second one loads. I added a client_pointcommand with the command of ai_disable to enable the GlaDOS speech but the message is still there. How do I fix this?

Thanks for any help.

Start your maps individually. When doing a changelevel, the new map that just came out from the compiler don't have a graph (required for AI). Then the graphs will be generated and it will work.

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E1025
104 Posts
Posted Dec 29, 2007
Replied 3 hours later
The only AI in the map is a generic_actor I use for the Aperture_AI. the logic_choreographed_scenes in the map work fine now I added a point_client command (with an imput of OnMapTransition, Command, ai_disable 0). Even though it works the message still hangs there. I tried adding another point_clientcommand (with an imput of OnMapTransition, Command, ai_norebuildgraph 1 (for the graphs you mentioned)) but that didn't work.
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Techno-Man
26 Posts
Posted Jan 01, 2008
Replied 2 days later
Add an info_node anywhere on each map.Dunno about the sound.