Enable the console by pressing then type aidisable 0 and it will work vijay. Unwashed heathen (guest). Neoseeker Forums » Xbox Games » Half-Life 2 » Problem:- A.I Disabled.
A Nodegraph is configured by the Level Designer to aid real-time NPC AI navigation. The Nodegraph consists of a number of manually placed Nodes and a number of automatically generated Links between the Nodes. Each individual Node represents a precise position on the map that NPCs can move to. The Nodegraph Links are generated during Compiling, but can be adjusted using the Link Control entities. NPCs navigating by AI will move from Node to Node via the Links, although not necessarily to the precise location of the Nodes themselves, and not necessarily in a straight line.
May 10, 2008. Half-Life 2 'A.I. Disable' question. The solution was that you have to load older save point and then save again when you reach the point that was with ai disabled. C: Program Files Valve SteamApps Half Life 2 hl2 cfg if so, check to see if there is a command in it called 'aidisable' if there is, then delete it (the line not the document) if not, then during gameplay next time it happens, open the developers consoel and type 'aienable' without quotation marks.
TIP: when distributing .ain files for a Source game or mod on Steam, you'll get the error 'nodegraph out of date, rebuilding ...' for every user, this happens because the .ain file last modified date is older than the .bsp. You can simply work around this by adding ai_norebuildgraph 1 into the autoexec.cfg. IMPORTANT! Keep in mind that any changes to the .bsp will no longer automatically update the .ain, you will have to manually copy over the .ain's from your work version to the Steam build.
Compiling
Nodegraphs are automatically compiled into AIN files when a map loads, unless there is an existing AIN with the correct checksum. During the build process Source's AI system draws straight lines between all nodes less than 720 units apart and calculates which NPC Hull types can travel down each path, if any. Dynamic objects like physics props and doors are ignored during this process. The AIN output is then stored in
<game>mapsgraphs .
There can be two nodegraphs in each map (although both are compiled to the same AIN): one for Flying NPCs ('air'), and one for walking, driving, or otherwise land-locked NPCs. An NPC could switch between the two, but there is currently no known example of such behaviour. (crows?)
Half Life 2 Mmod Ai Disabled
Air nodes are suspended at the location they are placed, but Ground nodes drop to the ground automatically during compile unless specifically told not to through the
Keep editor position flag.
Components
The following entities are used to create nodegraphs:
Half Life 2 Ai Disabled
ConstructionNode placement
Valve's nodegraph for the penultimate Episode One map.
The goal of a nodegraph is to record pathways, and the pattern of your node placement should reflect this. It should be possible to travel anywhere across your map by tracing a straight line from one node to another. Generally, this means placing a node on each corner of an obstacle. The more detailed an area, the more nodes will be required for NPCs to properly navigate. If you do not provide enough, NPCs will not make use of tactical opportunities, and may even have trouble simply walking around. Provide no nodes at all and NPCs will be practically stranded, unable to do anything more complex than static actions like shooting and acting.
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However, this is not to say you should blast your map into oblivion with an avalanche of nodes. Low-detail areas can be beneficial sometimes, as areas through which you want NPCs to travel but not get bogged down. If you are building a beach assault for example, you will probably want to keep the beach relatively sparse of nodes to ensure that the attacking NPCs keep moving until they reach cover (even if you did add nodes, there would probably be few landmarks for the AI to make use of).
The destination should have a dense nodegraph however, to ensure that the NPCs do not all arrive at the same point and trip each other over.
The actual density with which to place the nodes is up to you. You can use the image to the right as a guide to the numbers you should be aiming for. Note how the graph is quite sparse on the building roof to the extreme right, but much denser down on the ground, where the player will be.
map_edit
Placing nodes in Hammer can become very tedious. To speed the process up, you can use
map_edit to place nodes from a first-person perspective at run-time. You can also perform advanced tasks such as manually removing node links. map_edit places nodes ten units above the ground, resolving displacement difficulties automatically.
Hint nodes
'Crouch Cover Low' hints from Half-Life 2's plaza power core scene. Note how every node provides hint data.
Hint nodes are navigation nodes with meaning, presenting NPCs with information about the area in which they are located. Their application is very important for a successful nodegraph.
There are several key hints that you should know about when constructing your nodegraph:
There are many more useful hints: for a complete list, see the Hint nodes article.
Debugging the graph
Overcoming a bad node link. The maroon line means that
HUMAN_HULL NPCs do not have a link here; this is because the doorframe cuts into the projected hull's path. Adding a new node directly in front of the door adds a functional (green) link and allows HUMAN_HULL NPCs access.
Once you have created your graph, making sure it works is the next task. Most of the work is done with the
ai_show_connect console command. Its workings are already covered in its just-linked article, and will not be repeated here. The important thing to look for is a green connection of the relevant NPC Hull type. The hull is the bounding box of the NPC, and there are quite a few types. The default is HUMAN_HULL , which applies to all humanoid NPCs. There are various other hull types that you need to get used to as you work out what works for what NPCs - see the NPC Hull for reference.
If there is no link between two mission-critical nodes, or if there is a link that does not fit the NPC hull you need, the next job is to rearrange the nodes in question so that there is. You must consider:
If you have a hull problem at a corner, or the start or end of a corridor, try moving the node out into the open a little. It probably won't make too much difference and will save having to make a second node.
Link control
The info_node_link is a VERY valuable entity. It 'forces' a connection between two nodes.
For example, if you are building an elevator and an NPC needs to come along for the ride, it is sometimes difficult to get the info_nodes to work properly since the elevator is a brush-based entity and not a world brush. This can cause a myriad of problems and the NPC will not want to get on the elevator, even if you have a scripted_sequence on it. However, by using an info_node_link you can solve this problem.
Simply place an info_node on the ground and another right above the elevator platform. Now make an info_node_link close to those nodes. Check the properties of the info_nodes and get their NodeIDs. Now go back into the properties of the info_node_link and put the target NodeIDs in the starting and ending node sections. That's all there is to it. You will now have two connected nodes that can be enabled/disabled on command.
Suggested node patterns
Some locations require careful node management. The Valve Developer Community's recommendations for these situations follow:
Optimal node pattern for doors
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Please help to expand this list with your own findings!
Usage by NPCs
When an NPC attempts to build a route, it accesses the nodegraph to follow these steps:
See alsoHalf Life 2 Mmod Ai Disabled
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=Nodegraph&oldid=223777'
Half Life 2 Ai_disabled 0
El ai_disable desactiva la inteligencia de los personajes del juego, es decir no hacen nada y por eso no podras pasar niveles en Half Life 2.
Despues de probar muchas soluciones creando archivos cfg y luego ejecutados con el exec, ademas de usar la '¬' de la consola del programador que ni funcionaba, encontre otra solucion que si me funcionó: Ve a la carpeta CFG dentro de la carpeta de Half Life 2, abre el archivo 'config' con el Bloc de notas, verás un listado de asociaciones, por ejemplo: bind 'F5' 'jpeg' bind 'F6' 'save quick' bind 'F9' 'load quick' bind 'MWHEELDOWN' 'invnext' bind 'MWHEELUP' 'invprev' bind 'MOUSE1' '+attack' justo después de 'F9', tienes que agregar una línea así: bind 'F12' 'ai_disable 0;ai_step;ai_resume' Guarda el documento y entra al juego. Ahora en la pantalla de juego, (no de menus) pulsa F12 hasta que se quite el mensaje de A.I. Disable. Yo lo presioné unas 10 veces seguidas rapidas y se quitó, pero como seguia presionando se volvio a activar. Lo hice mas despacio y ya pude ver cuando se apagó. Espero les sirva y a seguir jugando este juegazo!! Comments are closed.
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