Ai network: Difference between revisions

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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 18:20, 1 October 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.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Alien SwarmAlien Swarm: Reactive DropPortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

ai_network has no way of resetting itself outside of the standard CBaseEntity/CPointEntity capabilities.

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

Keyvalues

Inputs

Outputs