Counter Strike Source Bot commands
Part 1: Bot controls!
bot_chatter: off / radio / minimal / normal
Controls how often the bots use their radios.
Set to 0 to let bots complete map objectives.
0 is Easy, 1 is Normal, 2 is Hard, & 3 is Expert. You must set this cvar before you add the bots.
Bots wait for a human to join before joining. Set to 0 to allow bots to play without humans.
bot_join_team: any / CT / T
Add bot(s) to a specific team.
Adds a bot to whichever team has fewer players
Adds a Counter-Terrorist bot
Adds a Terrorist bot
Kicks the specified bot, or all bots if no name is given
Kills the specified bot, or all bots if no name is given
Defines a Prefix for all bot's names.
Set to # of bots allowed on server
bot_quota_mode normal / 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 nonzero, bots will automatically leave to make room for human players.
If nonzero, bots with high co-op may automatically follow a nearby human player.
Reports on the bots' memory usage
bot_allow_rouges 0 / 1
If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
If nonzero, bots will not buy if their money falls below this amount.
Part 2: Weapon Restrictions
Allows the bots to use all weapons
Restricts the bots to only using knives
Restricts the bots to only using pistols
Restricts the bots to only using sniper rifles
Part 3: Navigation Editing
sv_cheats 0 / 1
Must be set to 1 to enable navigation tuning.
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing.
Generate a Navigation Mesh for the current map and save it to disk.
Re-analyze the current Navigation Mesh and save it to disk.
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
Erase any previously placed walkable positions.
Loads the Navigation Mesh for the current map.
Saves the current Navigation Mesh to disk.
Marks the Area under the cursor for manipulation by subsequent editing commands.
Lower the selected corner of the currently marked Area.
Raise the selected corner of the currently marked Area.
Select a corner of the currently marked Area. Use multiple times to access all four corners.
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.
Defines the second corner of a new Area and creates it.
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.
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.
Toggles the 'must crouch in this area' flag used by the AI system.
Deletes the currently highlighted Area.
Toggles the 'traverse this area by jumping' flag used by the AI system.
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
Toggles the 'dont jump in this area' flag used by the AI system.
Toggles the 'dont avoid obstacles' flag used by the AI system.
Show Approach Points in the Navigation Mesh.
Show current 'danger' levels.
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
To split an Area into two, align the split line using your cursor and invoke the split command.
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
Part 4: Navigation Bot Controls
Label a marked nav area as a forced crouching point.
Used for debugging info of bot behavior.
Used to freeze all bots; 1 is on, 0 is off.
Sends a bot to the selected nav area (for editing nav meshes)
Shows the bot's nav mesh.
Same as bot_freeze?
See the bot's field of view while navigating a map.
Force the bots to walk.
Used for playtesting navmeshes.
Part 5: Place Painting
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
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.
Sets the current Place to the Place of the Area under the cursor.
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
You forgot the ultimate bot control command.
Allows you to control bots. When you shoot they shoot, when you jump they jump.
You will need sv_cheats 1 to make this command work.
This means that the bot will be turned 180 degrees from the direction you are in 360 would be the same direction and you