Ai network: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
		
	
 (/)  | 
				 (.)  | 
				||
| Line 6: | Line 6: | ||
Not present in {{l4ds}}.  | Not present in {{l4ds}}.  | ||
{{preservedEnt}}<code>ai_network</code> has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities.  | |||
{{code class|CAI_NetworkManager|ai_networkmanager.cpp}}  | {{code class|CAI_NetworkManager|ai_networkmanager.cpp}}  | ||
==Keyvalues==  | |||
{{KV BaseEntity}}  | |||
==Inputs==  | |||
{{I BaseEntity}}  | |||
==Outputs==  | |||
{{O BaseEntity|l4d=1}}  | |||
[[Category:AI]]  | |||
Revision as of 17:20, 1 October 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. 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.
If the game has round restart mechanics this entity may not behave as expected:
  | 
ai_network has no way of resetting itself outside of the standard CBaseEntity/CPointEntity capabilities.