Ai network: Difference between revisions

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(Created page with "{{base point|ai_network}} It is a vital entity to all NPC and AI functions that is created every map load. If you were to <code>Kill</code> it in the game, NPCs would...")
 
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{{base point|ai_network}} It is a vital entity to all [[NPC]] and [[AI]] functions that is created every map load. If you were to <code>Kill</code> it in the game, NPCs would freeze up entirely - no speech, no animations, no movement. <code>Kill</code>ing would also render all <code>ai_</code> console commands unusable.
{{base point|ai_network}} It is a vital entity to all [[NPC]] and [[AI]] functions that is created every map load. If you were to <code>Kill</code> it in the game, NPCs would freeze up entirely - no speech, no animations, no movement. <code>Kill</code>ing would also render all <code>ai_</code> console commands unusable.


It is referred to as <code>BigNet</code> by the engine. Valve at one point intended to expand on this by making multiple of these work together in maps.
It is referred to as <code>BigNet</code> by the engine. Valve at one point intended to expand on this by making multiple of these work together in maps.
{{code class|CAI_NetworkManager|ai_networkmanager.cpp}}

Revision as of 21:03, 5 August 2018

Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

Template:Base point 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, no animations, no movement. Killing would also render all ai_ console commands unusable.

It is referred to as BigNet by the engine. Valve at one point intended to expand on this by making multiple of these work together in maps.

C++ In code, it is represented by theCAI_NetworkManagerclass, defined in theai_networkmanager.cppfile.