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Ai network: Difference between revisions

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(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)
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{{LanguageBar}}
{{LanguageBar}}
{{ent not in fgd|nolink=1|because=it is handled automatically by the game. Adding another will do nothing}}
{{Ent not in fgd|nolink=1|because=it is handled automatically by the game. Adding another will do nothing}}
{{this is a|point entity|except=Left 4 Dead series|name=ai_network}}
{{Preserved entity}}
{{This is a|logical 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 {{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 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.
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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.
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}}{{code|ai_network}} has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities.
{{code|ai_network}} has no way of resetting itself outside of the standard {{ent|CBaseEntity}}/{{ent|CPointEntity}} capabilities.


== See Also ==
== See Also ==

Latest revision as of 08:18, 12 May 2025

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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 because it is handled automatically by the game. Adding another will do nothing.
Recycle-warning.png
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.

ai_network is a logical entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.

C++ Class hierarchy
CAI_NetworkManager
CPointEntity
CBaseEntity
C++ ai_networkmanager.cpp

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.

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

See Also