Ai network: Difference between revisions
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Important:This is a preserved entity in 






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If the game has round restart mechanics this entity may not behave as expected:
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{{lang|Ai network}} | {{lang|Ai network}} | ||
{{ent not in fgd|nolink=1}} | {{ent not in fgd|nolink=1|because=it is handled automatically by the game. Adding another will do nothing}} | ||
{{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 entity 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. | ||
{{preservedEnt}}<code>ai_network</code> has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities. | |||
Not present in {{l4ds}}. | Not present in {{l4ds}}. | ||
{{code class|CAI_NetworkManager|ai_networkmanager.cpp}} | {{code class|CAI_NetworkManager|ai_networkmanager.cpp}} |
Revision as of 18:36, 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. 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.









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.