| Source Bot
Commands |
| Task |
Syntax |
Description |
| Bot Controls |
| bot_chatter: off / radio / minimal / normal |
bot_chatter minimal |
Controls how often the bots use their radios. |
| bot_defer_to_human: 0/1 |
bot_defer_to_human 0 |
Set to 0 to let bots complete map objectives.
|
| bot_difficulty: 0/1/2/3 |
bot_difficulty 3 |
0 is Easy, 1 is Normal, 2 is Hard, & 3 is Expert. You must set this cvar before you add the bots. |
| bot_join_after_player: 0/1 |
bot_join_after_player 1 |
Bots wait for a human to join before joining. Set to 0 (not recommended) to allow bots to play without humans. |
| bot_join_team: any / CT / T |
bot_join_team: any |
Add bot(s) to a specific team.
|
| bot_add |
bot_add |
Adds a bot to whichever team has fewer players |
| bot_add_ct |
bot_add_ct |
Adds a Counter-Terrorist bot |
| bot_add_t |
bot_add_t |
Adds a Terrorist bot |
| bot_kick |
bot_kick Pete |
Kicks the specified bot, or all bots if no name is given |
| bot_kill |
bot_kill Pete |
Kills the specified bot, or all bots if no name is given |
| bot_prefix: "string" |
bot_prefix "PwnzorC14N |
Defines a Prefix for all bot's names.
|
| bot_quota |
bot_quota 2 |
Set to # of bots allowed on server |
| bot_quota_mode normal / fill |
bot_quota_mode fill |
Determines the type of quota. Allowed values: 'normal' and 'fill'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If bot quote is 2 and fill is used, bots will be adjusted to 0 when 2 human players join. |
| bot_auto_vacate |
bot_auto_vacate 1 |
If nonzero, bots will automatically leave to make room for human players.
|
| bot_auto_follow |
bot_auto_follow 1 |
If nonzero, bots with high co-op may automatically follow a nearby human player. |
| Restart Server |
quit |
Restarts your server |
| bot_memory_usage |
bot_memory_usage |
Reports on the bots' memory usage |
| bot_allow_rogues 0 / 1 |
bot_allow_rogues 1 |
If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. |
| bot_eco_limit |
bot_eco_limit 1 |
If nonzero, bots will not buy if their money falls below this amount.
|
| Bot Weapon Restrictions |
| bot_all_weapons |
bot_all_weapons |
Allows the bots to use all weapons |
| bot_knives_only |
bot_knives_only |
Restricts the bots to only using knives |
| bot_pistols_only |
bot_pistols_only |
Restricts the bots to only using pistols |
| bot_snipers_only |
bot_snipers_only |
Restricts the bots to only using sniper rifles |
| bot_allow_grenades: 0/1 |
bot_allow_grenades 1 |
Restricts/Allows bots to use hand grenades |
| bot_allow_machine_guns: 0/1 |
bot_allow_machine_guns 1 |
Restricts/Allows bots to use machine guns |
| bot_allow_pistols: 0/1 |
bot_allow_pistols 1 |
Restricts/Allows bots to use pistols |
| bot_allow_rifles: 0/1 |
bot_allow_rifles 1 |
Restricts/Allows bots to use rifles |
| bot_allow_shotguns: 0/1 |
bot_allow_shotguns 1 |
Restricts/Allows bots to use shotguns |
| bot_allow_sub_machine_guns: 0/1 |
bot_allow_sub_machine_guns 1 |
Restricts/Allows bots to use sub machine guns |
| Bot Navigation Editing |
| sv_cheats 0 / 1 |
sv_cheats 1 |
Must be set to 1 to enable navigation tuning. |
| nav_quicksave |
nav_quicksave 1 |
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |
| nav_generate |
nav_generate |
Generate a Navigation Mesh for the current map and save it to disk. |
| nav_analyze |
nav_analyze |
Re-analyze the current Navigation Mesh and save it to disk. |
| nav_edit |
nav_edit 1 |
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
| nav_mark_walkable |
nav_mark_walkable |
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. |
| nav_clear_walkable_marks |
nav_clear_walkable_marks |
Erase any previously placed walkable positions. |
| nav_load |
nav_load |
Loads the Navigation Mesh for the current map. |
| nav_save |
nav_save |
Saves the current Navigation Mesh to disk. |
| nav_mark |
nav_mark |
Marks the Area under the cursor for manipulation by subsequent editing commands. |
| nav_corner_lower |
nav_corner_lower |
Lower the selected corner of the currently marked Area. |
| nav_corner_raise |
nav_corner_raise |
Raise the selected corner of the currently marked Area. |
| nav_corner_select |
nav_corner_select |
Select a corner of the currently marked Area. Use multiple times to access all four corners. |
| nav_begin_area |
nav_begin_area |
Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command. |
| nav_end_area |
nav_end_area |
Defines the second corner of a new Area and creates it. |
| nav_connect |
nav_connect |
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. |
| nav_disconnect |
nav_disconnect |
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. |
| nav_crouch |
nav_crouch |
Toggles the 'must crouch in this area' flag used by the AI system. |
| nav_delete |
nav_delete |
Deletes the currently highlighted Area. |
| nav_jump |
nav_jump |
Toggles the 'traverse this area by jumping' flag used by the AI system. |
| nav_merge |
nav_merge |
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. |
| nav_no_jump |
nav_no_jump |
Toggles the 'dont jump in this area' flag used by the AI system. |
| nav_precise |
nav_precise |
Toggles the 'dont avoid obstacles' flag used by the AI system. |
| nav_show_approach_points |
nav_show_approach_points |
Show Approach Points in the Navigation Mesh. |
| nav_show_danger |
nav_show_danger |
Show current 'danger' levels. |
| nav_splice |
nav_splice |
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. |
| nav_split |
nav_split |
To split an Area into two, align the split line using your cursor and invoke the split command. |
| nav_strip |
nav_strip |
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. |
| nav_area_bgcolor |
nav_area_bgcolor |
RGBA color to draw as the background color for nav areas while editing. |
| nav_check_floor |
nav_check_floor |
Updates the blocked/unblocked status for every nav area. |
| nav_show_area_info |
nav_show_area_info |
Duration in seconds to show nav area ID and attributes while editing |
| nav_compress_id |
nav_compress_id |
Re-orders area and ladder ID's so they are continuous. |
| nav_coplanar_slope_limit |
nav_coplanar_slope_limit |
? |
| nav_corner_place_on_ground |
nav_corner_place_on_ground |
Places the selected corner of the currently marked Area on the ground. |
| nav_ladder_flip |
nav_ladder_flip |
Flips the selected ladder's direction. |
| nav_slope_limit |
nav_slope_limit |
The ground unit normal's Z component must be greater than this for nav areas to be generated. |
| nav_snap_to_grid |
nav_snap_to_grid |
Snap to the nav generation grid when creating new nav areas |
| nav_split_place_on_ground |
nav_split_place_on_ground |
If true, nav areas will be placed flush with the ground when split. |
| nav_transient |
nav_transient |
Toggles the 'area is transient and may become blocked' flag used by the AI system. |
| nav_update_blocked |
nav_update_blocked |
Updates the blocked/unblocked status for every nav area. |
| Navigation Bot Controls |
| bot_crouch: 0/1 |
bot_crouch 1 |
Label a marked nav area as a forced crouching point. |
| bot_debug: 0/1 |
bot_debug 1 |
Used for debugging info of bot behavior. |
| bot_freeze: 0/1 |
bot_freeze 1 |
Used to freeze all bots; 1 is on, 0 is off. |
| bot_goto_mark |
bot_goto_mark |
Sends a bot to the selected nav area (for editing nav meshes) |
| bot_show_nav: 0/1 |
bot_show_nav 1 |
Shows the bot's nav mesh. |
| bot_stop: 0/1 |
bot_stop 1 |
Similar to bot_freeze |
| bot_traceview: 0/1 |
bot_traceview 1 |
See the bot's field of view while navigating a map. |
| bot_traceview_extended: 0/1 |
bot_traceview_extended 1 |
? |
| bot_walk: 0/1 |
bot_walk 1 |
Force the bots to walk. |
| bot_zombie: 0/1 |
bot_zombie 1 |
Used for playtesting navmeshes. |
| Bot Place Painting |
| nav_toggle_place_mode |
nav_toggle_place_mode |
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. |
| nav_toggle_place_painting |
nav_toggle_place_painting |
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. |
| nav_place_floodfill |
nav_place_floodfill |
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. |
| nav_place_pick |
nav_place_pick |
Sets the current Place to the Place of the Area under the cursor. |
| nav_use_place |
nav_use_place |
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. |
| nav_mark_unnamed |
nav_mark_unnamed |
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. |
| nav_avoid |
nav_avoid |
Toggles the 'avoid this area when possible' flag used by the AI system. |
| nav_dont_hide |
nav_dont_hide |
Toggles the 'area is not suitable for hiding spots' flag used by the AI system. |
| nav_run |
nav_run |
Toggles the 'traverse this area by running' flag used by the AI system. |
| nav_stand |
nav_stand |
Toggles the 'stand while hiding' flag used by the AI system. |
| nav_warp_to_mark |
nav_warp_to_mark |
Warps the player to the marked area. |