# A.I Disabled after level change

**URL:** <https://forums.sourceruns.org/t/a-i-disabled-after-level-change/2912>\
**Category:** Half-Life 2\
**Created:** [September 21, 2016, 3:07pm UTC](https://forums.sourceruns.org/t/a-i-disabled-after-level-change/2912 "2016-09-21T15:07:36Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![traderain](https://b-cdn.sourceruns.org/user_avatar/forums.sourceruns.org/traderain/32/118_2.png) [@traderain](https://forums.sourceruns.org/u/traderain)\
**Post date:** [September 21, 2016, 6:00pm UTC](https://forums.sourceruns.org/t/a-i-disabled-after-level-change/2912/2 "2016-09-21T18:00:23Z")

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This is something to do with node graphs. Some other guy had it a while ago:

> [@\[Glitch\] ai\_disable](https://forums.sourceruns.org/t/glitch-ai-disable/2831):
>
> I discovered a way to get ai\_disable, it’s pretty simple although not sure if it should be allowed or not. If you load onto a map that doesn’t have the node graph built, and save/load while that happens, you get ai\_disable. Should this be allowed since it only happens after replacing maps? Example of it (during a cutsceneless% run):

It’s probably the crack’s fault.

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