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:
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{language subpage → {{langsp) |
(Preparing page for move. This action was perfomed by a bot under supervision.) |
||
Line 1: | Line 1: | ||
{{langsp}} | |||
{{ent not in fgd|nolink=1|because=it is handled automatically by the game. Adding another will do nothing}} | |||
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. | ||
Line 22: | Line 23: | ||
{{O BaseEntity|l4d=1}} | {{O BaseEntity|l4d=1}} | ||
<!--a hidden cat--> |
Revision as of 10:52, 12 January 2024



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]