I was making my .aas files. I put the necessary commands in command prompt. But my .aas file wasn’t made. :eek: Here’s what it said. I’m only showing the part that could be the problem.
Searching visible brush sides…
It listed a handful of brushes. Each one had duplicate plane with it.
Then it said: ignoring func_invisible_user brush, and said ignoring func_explosive brush 3 times, then closed.
Could someone help me?
.aas files not working
Verify or remake all func_explosive and func_invisible_user.
I had this problem and it was on func_explosive in the map and after it was on func_invisible-user in another map.
[QUOTE=vicpas;233197]Verify or remake all func_explosive and func_invisible_user.
I had this problem and it was on func_explosive in the map and after it was on func_invisible-user in another map.[/QUOTE]
I will try that. I’ll edit this post if it doesn’t work.
Edit: I think I know what the problem is, but I don’t want to delete it, otherwise the map won’t be as cool. I have 2 zombies that I want to bust out of 2 coffins. I connected a target_relay at a coffin that is func_explosive. Could that be the problem? Here is the ai script for both zombies.
zombie1
{
attributes
{
starting_health 80
aggression 1.0
}
spawn
{
playanim laying_back both forever
trigger zombie1 go
}
trigger go
{
alertentity t4
playsound sound/resdetpak/monster01.wav
playanim getup_back both
}
}
zombie2
{
attributes
{
starting_health 80
aggression 1.0
}
spawn
{
playanim laying_back both forever
trigger zombie2 go
}
trigger go
{
alertentity t3
playanim getup_back both
}
}
T3 and t4 are the results of connecting the target_relay with the func_explosive coffin. Maybe that’s the cause? Any help with this annoying problem would be appreciated.
Make sure you’re not doing many events happen at the same time.
If you are, maybe you will need to make one script_mover and scripting for various events.
[QUOTE=vicpas;233273]Make sure you’re not doing many events happen at the same time.
If you are, maybe you will need to make one script_mover and scripting for various events.[/QUOTE]
My script is simple. I don’t think the cause is many events happening at the same time. I think I did something wrong when I was scripting the zombie busting open the coffin lid.
I selected the target_relay, then the func_explosive coffin lid, and connected them. A blue line was shown connecting them.
In the ai script, “alertentity” should bust open the coffin lid. When I look at the target_relay, it says that the target is t4. In my script, I put “alertentity t4”. Shouldn’t that bust open the coffin lid?
I did. I think the coffin lid busting would be in the .ai script, or would it be in a .script file?
Interesting. I removed the func_explosive coffin lids that the 2 zombies spawn from, and it STILL doesn’t work. I have noticed that it says ignoring func_explosive brush one time instead of three times. I have a feeling it’s something to do with another coffin lid that has 2 treasure items in it.
I’ll fool around with it, and maybe it will work.
I found the cause of the .aas files not working. It was the func_invisible_user brush. I had to move the switch and func_invisible_user brush to another room, and that fixed the problem. I don’t think the coffins were the problem.
Will you be sending me the coffin example through a pm?
I said above that your problem could be func_invisible_user or func_explosive.
Congratulations for solved this problem.
[QUOTE=vicpas;233347]I said above that your problem could be func_invisible_user or func_explosive.
Congratulations for solved this problem.[/QUOTE]
I’m glad the problem is solved. I didn’t remake the func_invisibe_user brush, I only moved it and the switch to a different location.