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






.
If the game has round restart mechanics this entity may not behave as expected:
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{{preservedEnt}}<code>ai_network</code> has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities. | {{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}} | |||
== Games == | |||
{{todo}} | |||
Not present in {{l4ds}}. | Not present in {{l4ds}}. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 23:11, 4 July 2023



Template:Entity 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.
Games
[Todo]