Ai network: Difference between revisions

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{{ent not in fgd}}
{{lang|Ai network}}
{{ent not in fgd|nolink=1}}
{{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 entity by making multiple of these work together in maps.
 
Not present in {{l4ds}}.


{{code class|CAI_NetworkManager|ai_networkmanager.cpp}}
{{code class|CAI_NetworkManager|ai_networkmanager.cpp}}

Revision as of 11:05, 16 September 2018

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

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 entity by making multiple of these work together in maps.

Not present in Left 4 Dead seriesLeft 4 Dead series.

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