Half-Life: Alyx

Half-Life: Alyx

Job Interview
waffles 2020 年 6 月 24 日 下午 1:16
AI. Disabled
I was playing 'job interview' for ten minutes and everything was great, until i left the game and jumped back in. I was about to continue but eventually i saw something that looked like a subtitle that said "AI. Disabled." I thought it was nothing but eventually i came across an NPC. It totally ignored me, just like the others that i passed by.
Later i tried to start a new game, but i couldnt find Job Interview in Addon Maps, even though i turned the addon on.

I have no idea what was going on, and i need some advice in case that happens again.
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Polytricktian  [开发者] 2020 年 6 月 24 日 下午 3:44 
If you loaded from a non-autosave then you saved the game while an NPC was still alive. This causes AI disabled. You have to go back to an autosave. I spent the last couple days making sure that all NPCs are dead right before an autosave and then brought back to life (if needed) right after the autosave. I made this game for you to sneak around and have live NPCs walking around, so most likely when you do a manual save there might be an alive NPC somewhere. So if I did my work correctly then you should not have "AI disables" from an Autosave. If you get AI disabled from an autosave please let me know where and when it happened so that I can fix it immediately.
waffles 2020 年 6 月 24 日 下午 11:32 
I did a manual save, i didnt know it could cause AI disables.
Thanks man.

But i still dont know why i couldnt find Job Interview in my addon maps, even though i turned it on.
Polytricktian  [开发者] 2020 年 6 月 25 日 上午 6:53 
I think that was a glitch with the HLA update and one of my updates for this map.
最后由 Polytricktian 编辑于; 2020 年 6 月 25 日 上午 7:05
Makah 2020 年 6 月 30 日 上午 11:59 
Hi, I ran into the same issue and one of my players pointed this map mentioning they encountered ai_disabled error here and you fixed it.

I tried your approach of making sure all npcs are dead, but apparently I failed there. so my solution is to place triggers that run console command ai_setenabled 1

For that you need entity point_clientcommand and the trigger as its input. The trigger is set via this input: Command & With a parameter override of: ai_setenabled 1

Ive placed those after autosave locations and couple in strategic areas where players might used manual save.

As in what is causing it its definitelly something with enemies being alive, but in HLA they allow custom saves when npcs are alive so they must have some global override or something. Ive tried to use a global logic_auto with trigger OnLoadGame, but it didnt seem to work for me :/ (maybe the ai_disabled bug happens a little bit after the load or I set it up wrong ...I could try to trigger that with a delay)
最后由 Makah 编辑于; 2020 年 6 月 30 日 下午 12:08
Polytricktian  [开发者] 2020 年 6 月 30 日 下午 12:39 
Yeah, the fact that HLA allows manual save with AI still alive but not allow it with autosaves leaves me to believe that its a bug on Valves end and we have to work around it.
So are you saying you have had success with ai_setenabled 1. And it gets rid of the Ai disabled after an austosave point? If so thank you very much for that info.
Makah 2020 年 6 月 30 日 下午 12:57 
Yes ai_setenabled 1 works. ive tested plenty of ai_ commands in the console manually and this one does it. And then I managed to trigger it with trigger_once. Now Im trying to figure out a global trigger with logic_auto. Ill post here if I solve it

At first I though manual saves have the solution build in, but apparently not, because players who saved manually when there was an enemy alive had the issue too ...but at the same time I saved manually in mod maps when some npcs were alive and I havent encountered it, so I'd say there must me some additional condition. When I try to reproduce it in a smaller map I dont get the issue either

But the trigger is a working (-ish) solution :)
最后由 Makah 编辑于; 2020 年 6 月 30 日 下午 1:35
Makah 2020 年 6 月 30 日 下午 2:35 
Ive just spent few hours trying to recreate the ai_disabled in a new addon and i just couldn't. So either Valve fixed it in some small patch, or its something else in the addon (mine has three maps and I copied just the one in the new test addon). Anyway Ill just have the logic_auto set to trigger the command with 0.5s delay and I believe it will be fine either way.
Good luck ;)
Polytricktian  [开发者] 2020 年 6 月 30 日 下午 3:28 
Awesome, I will throw some of those up around my map. This will allow me to put back some of the autosaves I deleted when I learned what causes it. I hope Valve did fix the problem but I doubt it. lol
Makah 2020 年 6 月 30 日 下午 3:33 
you can either add few trigger once or just one logic_auto with OnLoad, delay and uncheck kill toggle in spawnings ...let me know it the logic_auto works for you, thats what I wanted to test
Polytricktian  [开发者] 2020 年 6 月 30 日 下午 3:55 
Oh, that sounds easier. Thanks again.
Makah 2020 年 7 月 2 日 上午 10:25 
Ive tested the logic_auto setup in my map and I believe it worked ...I set the delay to 0.5
Polytricktian  [开发者] 2020 年 7 月 2 日 下午 12:15 
I now have it on mine and next update I will place more autosaves without worrying about alive NPCs. I will also not care as much on my next map. I think I can now say that my map is free of bugs caused by me. lol
Makah 2020 年 7 月 2 日 下午 12:32 
😊👍
Skummeh 2020 年 8 月 2 日 上午 5:21 
What a wholesome community we have :)

Thanks for helping him Makah; love In Siege and love Job Interview. You guys are both super talented!

I couldn't update the normal comments as it's giving me an error on every workshop item right now, but I wanted you to know that I had a much smoother experience now, Poly. Here's the comment I wanted to post:

Just played the Final Final update and it was fantastic from start to finish. The only bugs I noticed were 2 poison headcrabs clipped thru the floor as they were setting up to attack me in the sewer. They didn't get stuck, but having them disappear a bit was janky. One of the antlions got a bit bugged as well floating in the air during the final battle. Aside from that, this is still one of my favorite custom maps and the rating for it is criminally low because of the issues you had when you first uploaded it.


Incidentally, this is the error the workshop is giving me when I try to add a comment. Not sure wth is going on:

Sorry, some kind of error has occurred: There was an error communicating with the network. Please try again later.
最后由 Skummeh 编辑于; 2020 年 8 月 2 日 上午 5:28
Polytricktian  [开发者] 2020 年 8 月 2 日 上午 9:49 
Thanks Skummeh, I am happy you enjoyed it. I have never seen or heard of those poison headcrabs having clipping issue but that is easy to fix so I will put down a clip brush in that area.

As for the flying Antlion, that was by design. It is a "spy," it alloys the spitting antlions to know where you are no matter where you go. When I first placed it there it was going to let all the antlions keep re-spawning as well as be a spy until you killed it. But it felt like that was unfair because there was no way for the player to know that killing the flying antlion would stop more antlions from spawning. So now its only purpose is to serve as a spy.

I have been working on a Job interview 1.5 as well as a part 2 but now that I am back to work I havent had time to work on either. But I will at east release a 1.5 but the part two may be a while unless my job shuts down and put us on quarantine again. lol
But keep a look out for the 1.5. I plan to have the friendly NPC be there throughout most of the map, maybe even all of it.
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