Ai network: Difference between revisions
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{{Ent not in fgd|nolink=1|because=it is handled automatically by the game. Adding another will do nothing}} | |||
{{Preserved entity}} | |||
{{This is a|logical entity|except=Left 4 Dead series|name=ai_network}} | |||
{{CD|CAI_NetworkManager|file1=ai_networkmanager.cpp}} | |||
It is a vital entity to all [[NPC]] and [[AI]] functions that is created every map load. If you were to {{code|Kill}} it in the game, NPCs would freeze up entirely - no speech other than what is handled by [[Choreography_creation#Definitions|choreographed scenes]], no animations except for [[Facial animation|facial animations]], no movement. {{code|Kill}}ing would also render all {{code|ai_}} console commands unusable. A functional {{code|ai_network}} can be created after removal by creating a save then loading such save. | |||
It is referred to as | It is referred to as {{code|BigNet}} by the engine. Valve at one point intended to expand on this entity by making multiple of these work together in maps. | ||
{{code|ai_network}} has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities. | |||
== See Also == | |||
* {{ent|ai_hint}} | |||
* {{ent|ai_network_build_helper}} | |||
<!--a hidden cat--> | |||
[[Category:AI]] | |||
[[Category:Entities]] |
Latest revision as of 08:18, 12 May 2025












If the game has round restart mechanics this entity may not behave as expected.
ai_network
is a logical entity available in all Source games except
Left 4 Dead series.
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CAI_NetworkManager |
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It is a vital entity to all NPC and AI functions that is created every map load. If you were to Kill it in the game, NPCs would freeze up entirely - no speech other than what is handled by choreographed scenes, no animations except for facial animations, no movement. Killing would also render all ai_ console commands unusable. A functional ai_network can be created after removal by creating a save then loading such save.
It is referred to as BigNet by the engine. Valve at one point intended to expand on this entity by making multiple of these work together in maps.
ai_network has no way of resetting itself outside of the standard CBaseEntity/CPointEntity capabilities.