level change
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Re: level change
Posted by hutchy212 on Thu May 25th at 3:59pm 2006


Hi,
Been on with level changes for a while now and i understand the concept, well i thought. Ive got my player to change level but for some reason i jst cant get him to spawn where i want. Its driving me mad, he'll spawn anywhere except where i want and also props from the last level seem to be following him through to the next level as well. Please can someone help, i really need to get this sorted coz im so close to finishing.




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Re: level change
Posted by Stadric on Thu May 25th at 6:13pm 2006


You may be able to eliminate this problem by removing your info_landmark.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: level change
Posted by hutchy212 on Thu May 25th at 7:28pm 2006


I thought when using trigger_changelevel you need a landmark, i tried without and it jst comes up with cannot find landmark. Am i missing something vital here because it seems not many people have problems with this. Is there another way of changing levels.



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Re: level change
Posted by hutchy212 on Thu May 25th at 8:56pm 2006


Ive managed to sort out the level change, the only problem now is soon as it changes to the second level it comes up with "AI Disabled". Anyone know how to stop this? Hammer drives me insane sometimes.



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Re: level change
Posted by omegaslayer on Thu May 25th at 9:54pm 2006


? quote:
Ive managed to sort out the level change, the only problem now is soon as it changes to the second level it comes up with "AI Disabled". Anyone know how to stop this? Hammer drives me insane sometimes.

"AI disabled" is a HL2 engine problem - hammer is actually pretty sound, its the engine that has trouble reading what you want it to do. in short the ai problem you fix by going to the cfg fill - open it with a text file and on an new line put:
ai_disable "0"
make the cfg a readonly file - then go to your map and delete <your map name>.ain in the hlmod/maps/graphs folder (ain files are the ai pathways for that map)
Then reload the map (not through a trigger_changelevel - but through the console) and it should rework the ai network.
That should stop the problem in its tracks.







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