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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: AI Movement isn't working
Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Oct. 25, 2009 06:45 pm
Okay, so I've been trying to make my AI's move for about a year or so now but apparently God doesn't love me and it never works. It's either I start the map (Single Player if you haven't figured it out) and the AI's don't move, or it gives me crap about the "targetname" on my nodes. I used this Tutorial. I downloaded the tutorial map yesterday, and the AI's don't move there either! I've tried doing the pathnode chains and linking them together, and the way in the tutorial. Please help me out here, I've always really wanted to do this.
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Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 03:54 pm
Anyone?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 04:05 pm
Have you ever got AI to work?

I honestly can't remember the way to get AI working in the first COD, but you can trouble shoot some of the possible reasons:

Run the game with "+set g_connectpaths 1" in the target line of your startup icon.

Make sure you don't have a leak in the map (look for errors when compiling).

If your using friendly chains then double check the tutorial, always place a test AI guy in the level who is simply targeted to an action node (like cover crouch) as he'll run there straight away if the paths are working.

Make sure you have a basic .gsc that calls on the _load.gsc "maps\_load::main();"

And make sure your path nodes are no more that 128 units away from each other, not passing through the ground or touching brushes or models.
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Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 04:31 pm
techno2sl writes...
Quote:

Run the game with "+set g_connectpaths 1" in the target line of your startup icon.


Where's that? As in, where do I put +set g_connectpaths 1?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 04:50 pm
Make a shortcut on your desktop to the game.

So find the games installation directory and then right click the icon and click 'create shortcut'

Now right click the new shortcut and go to "properties" and you'll see under the "General" tab "Target"

At the end of the games installation directory "c:/yourgameishere/cod.exe" +set g_connectpaths 1

Now "Apply" and "ok" it and double click your new shortcut in order to start the game with g_connect paths on.
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Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 05:28 pm
Thanks so much! I found the error in the compile, when the black box comes up it runs everything, then at the end it says something like
"Q3 Map; Could not load[mymapname].prt
Press any key to continue..."

I don't know how to fix it, but the movement works in the tutorial map. The problem is, when I try to load my map, it says in the console "Could not find [mapname].bsp" because it doesn't make one. Tell me if I'm doing something wrong:

I have my GSC, BAK, Compile Batch and MAP File in the main/maps folder.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 05:56 pm
Why isn't it making a .bsp?

It should give you more errors in the compile log - look for anything with "ERROR" at the front, if you can't find any then post any "Warnings" as well just to be safe.
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Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 07:20 pm
Quote:
C:\Program Files (x86)\Call of Duty\main\maps>cd ..\..\tools\bin

C:\Program Files (x86)\Call of Duty\Tools\bin>q3map ../../main/maps/testmap
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files (x86)/Call of Duty/\main\UserTextures.pk3 (17 files)
C:/Program Files (x86)/Call of Duty/\main\unfin.pk3 (5 files)
C:/Program Files (x86)/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files (x86)/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files (x86)/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files (x86)/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files (x86)/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files (x86)/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files (x86)/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files (x86)/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files (x86)/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files (x86)/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files (x86)/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files (x86)/Call of Duty//main
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak1.pk3 (3736 files
)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak0.pk3 (1204 files
)

File Handles:
----------------------
30182 files in pk3 files
Loading map file C:/Program Files (x86)/Call of Duty/Tools/bin/../../main/maps/t
estmap.map
WARNING: No collision map file for misc_model "xmodel/turret_30cal"
WARNING: No collision map file for misc_model "xmodel/vehicle_german_bmw"
WARNING: No collision map file for misc_model "xmodel/turret_flak88"
**********************
******* leaked *******
**********************
8 unique shaders
8 actual shaders
finding triangle windings...
merging into concave windings...
added 0 points for thin polygons (0.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
simplifying triangles...
4 tris simplified away (0.8%)
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files (x86)/Call of Duty/Tools/bin/../../main/maps/testmap.bs
p
1 seconds elapsed

C:\Program Files (x86)\Call of Duty\Tools\bin>q3map -vis ../../main/maps/testmap

Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
C:/Program Files (x86)/Call of Duty/\main\UserTextures.pk3 (17 files)
C:/Program Files (x86)/Call of Duty/\main\unfin.pk3 (5 files)
C:/Program Files (x86)/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files (x86)/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files (x86)/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files (x86)/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files (x86)/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files (x86)/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files (x86)/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files (x86)/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files (x86)/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files (x86)/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files (x86)/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files (x86)/Call of Duty//main
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak1.pk3 (3736 files
)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak0.pk3 (1204 files
)

File Handles:
----------------------
30182 files in pk3 files
reading C:/Program Files (x86)/Call of Duty/Tools/bin/../../main/maps/testmap.bs
p
reading C:/Program Files (x86)/Call of Duty/Tools/bin/../../main/maps/testmap.pr
t
LoadPortals: couldn't read C:/Program Files (x86)/Call of Duty/Tools/bin/../../m
ain/maps/testmap.prt


C:\Program Files (x86)\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10
-dumpoptions ../../main/maps/testmap
----- FS_Startup -----
Current search path:
C:/Program Files (x86)/Call of Duty/\main\UserTextures.pk3 (17 files)
C:/Program Files (x86)/Call of Duty/\main\unfin.pk3 (5 files)
C:/Program Files (x86)/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files (x86)/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files (x86)/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files (x86)/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files (x86)/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files (x86)/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files (x86)/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files (x86)/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files (x86)/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files (x86)/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files (x86)/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files (x86)/Call of Duty//main
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak1.pk3 (3736 files
)
C:/Program Files (x86)/Call of Duty/\main\localized_english_pak0.pk3 (1204 files
)

File Handles:
----------------------
30182 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
Q3Map_ReadPortalFile: could not open '../../main/maps/testmap.prt'

C:\Program Files (x86)\Call of Duty\Tools\bin>cd ..\..\

C:\Program Files (x86)\Call of Duty>pause
Press any key to continue . . .



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Sisti
General Member
Since: Aug 15, 2008
Posts: 57
Last: Nov 4, 2009
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 09:25 pm
Quote:
WARNING: No collision map file for misc_model "xmodel/turret_30cal"
WARNING: No collision map file for misc_model "xmodel/vehicle_german_bmw"
WARNING: No collision map file for misc_model "xmodel/turret_flak88"


These were the warnings. The weird part is, I don't have Flak 88s, 30 cals or BMWs in my map.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD Mapping
Posted: Monday, Oct. 26, 2009 10:43 pm
**********************
******* leaked *******
**********************

Your map has leaked - Fix your skybox first as it has a leak in it or something is outside of your level.
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