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


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. Kill
ing 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.