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AAS96 out of date?


buck28

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I worked all morning and wanted to check one more thing in game; and after dmap the console said Warning:no entities found. No AAS files. When I dropped into game, a message at the top said; AAS96 out of date? I went back into DR to see if I had a Leak; and got an error msg saying; could not open point file. Anybody know what is going on and how to fix? Thanks, buck. :huh:

Quando omni flunkus moritati" ("When all else fails, play dead")

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Do you have any lanternbots in your mission?

 

If you do, make sure their starting origins aren't stuck inside worldspawn or monsterclip.

 

Edit: Also, make sure their origins are >48 units from any surrounding monsterclip or worldspawn brushes.

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grayman says: Do you have any lanternbots in your mission?

 

As a matter of fact, that was the last element I added to my map. So; maybe I should delete It? So they can't walk on the ground or floor? I don't understand what makes it different?

Quando omni flunkus moritati" ("When all else fails, play dead")

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You can leave it in, but make sure you give it enough room to walk around, and place it so its origin is >48 from any surrounding worldspawn brushes or monsterclip (or clip).

 

The AAS areas define where AI are allowed to walk. The lanternbot uses a footprint of 96x96, whereas humanoids use one of 32x32. Rats use a much smaller footprint.

 

Just think of it as a block with a 96x96 base that has to traverse your map. Since TDM doesn't want that block to walk into walls, it defines a "walking area" or "AAS area" that never gets closer than 48 to the walls. If you start your lanternbots so their origins are outside these areas, TDM will declare that there are no AI w/in bounds (or something like that).

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@ grayman

Got it.Thanks again for your help. I new it had a big footprint, but didn't know how it affected other things.

So if you have a bot in the map, can it be confined? Like a large area, but doors to small to traverse?

Or will that also give the AAS96 error?

Quando omni flunkus moritati" ("When all else fails, play dead")

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So if you have a bot in the map, can it be confined? Like a large area, but doors to small to traverse?

 

Yes, it will be confined, and doors too small to traverse are fine, you can also use monsterclip to prevent it (and other AI) from accessing things, such as func_static elements that they don't "see" otherwise.

 

(The error comes mostly from there not being a defined area the game recognizes, whether a file deleted or no physical area for the AI of appropriate size as in this case.)

 

You are also seeing a useful part of mapping, if you test between changes that are new to you, new problems typically point to those recent changes (or more complex, other things impacted by those recent changes).

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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@ RJFerret

 

I see; said the blind man. I appreciate it. Learn something new every day. (actually every hour or so)

I will get this map finished; I promise.

Thanks again, buck

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Quando omni flunkus moritati" ("When all else fails, play dead")

Halloween Contest Winner 2014

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