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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{{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}}  | |||
{{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</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 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.  | ||
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[[Category:AI]]  | |||
[[Category:Entities]]  | |||
Revision as of 03:21, 12 July 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, no animations, no movement. Killing 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.