Ai network: Difference between revisions
m (Nesciuse moved page Ai network/en to Ai network without leaving a redirect: Move en subpage to basepage) |
(Added the exceptions to the limitations of the AI when the entity is removed and added how to add it back if it gets removed) |
||
Line 3: | Line 3: | ||
{{this is a|point entity|except=Left 4 Dead series|name=ai_network}} | {{this is a|point entity|except=Left 4 Dead series|name=ai_network}} | ||
{{CD|CAI_NetworkManager|file1=ai_networkmanager.cpp}} | {{CD|CAI_NetworkManager|file1=ai_networkmanager.cpp}} | ||
It is a vital entity to all [[NPC]] and [[AI]] functions that is created every map load. If you were to | It is a vital entity to all [[NPC]] and [[AI]] functions that is created every map load. If you were to {{code|Kill}} it in the game, NPCs would freeze up entirely - no speech other than what is handled by [[Choreography_creation#Definitions|choreographed scenes]], no animations except for [[Facial animation|facial animations]], no movement. {{code|Kill}}ing would also render all {{code|ai_}} console commands unusable. A functional {{code|ai_network}} can be created after removal by creating a save then loading such save. | ||
It is referred to as | It is referred to as {{code|BigNet}} by the engine. Valve at one point intended to expand on this entity by making multiple of these work together in maps. | ||
{{preservedEnt|ai_network}} | {{preservedEnt|ai_network}}{{code|ai_network}} has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities. | ||
== See Also == | == See Also == |
Revision as of 14:36, 4 September 2024



ai_network
is a point entity available in all Source games except
Left 4 Dead series.
![]() |
---|
CAI_NetworkManager |
![]() |
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 other than what is handled by choreographed scenes, no animations except for facial animations, no movement. Killing would also render all ai_ console commands unusable. A functional ai_network can be created after removal by creating a save then loading such save.
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.