ai_network
ai_network
is a point entity available in all Source games except Left 4 Dead series.
Class hierarchy |
---|
CAI_NetworkManager |
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. Kill
ing 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.
- On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
ai_network
has no way of resetting itself outside of the standard CBaseEntity/CPointEntity capabilities.