Controlling Bots

A Tutorial for Counter-Strike: Source

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Counter Strike Source Bot commands Part 1: Bot controls! ====================== bot_chatter: off / radio / minimal / normal Controls how often the bots use their radios. bot_defer_to_human: 0/1 Set to 0 to let bots complete map objectives. bot_difficulty: 0/1/2/3 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 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. bot_add Adds a bot to whichever team has fewer players bot_add_ct Adds a Counter-Terrorist bot bot_add_t Adds a Terrorist bot bot_kick Kicks the specified bot, or all bots if no name is given bot_kill Kills the specified bot, or all bots if no name is given bot_prefix: "string" Defines a Prefix for all bot's names. bot_quota 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. bot_auto_vacate If nonzero, bots will automatically leave to make room for human players. bot_auto_follow If nonzero, bots with high co-op may automatically follow a nearby human player. bot_memory_usage 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. bot_eco_limit If nonzero, bots will not buy if their money falls below this amount. Part 2: Weapon Restrictions ============================ bot_all_weapons Allows the bots to use all weapons bot_knives_only Restricts the bots to only using knives bot_pistols_only Restricts the bots to only using pistols bot_snipers_only Restricts the bots to only using sniper rifles bot_allow_grenades: 0/1 bot_allow_machine_guns: 0/1 bot_allow_pistols: 0/1 bot_allow_rifles: 0/1 bot_allow_shotguns: 0/1 bot_allow_snipers: 0/1 bot_allow_sub_machine_guns: 0/1 Part 3: Navigation Editing ========================== sv_cheats 0 / 1 Must be set to 1 to enable navigation tuning. nav_quicksave Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. nav_generate Generate a Navigation Mesh for the current map and save it to disk. nav_analyze Re-analyze the current Navigation Mesh and save it to disk. nav_edit Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. 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 Erase any previously placed walkable positions. nav_load Loads the Navigation Mesh for the current map. nav_save Saves the current Navigation Mesh to disk. nav_mark Marks the Area under the cursor for manipulation by subsequent editing commands. nav_corner_lower Lower the selected corner of the currently marked Area. nav_corner_raise Raise the selected corner of the currently marked Area. nav_corner_select Select a corner of the currently marked Area. Use multiple times to access all four corners. 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 Defines the second corner of a new Area and creates it. 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 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 Toggles the 'must crouch in this area' flag used by the AI system. nav_delete Deletes the currently highlighted Area. nav_jump Toggles the 'traverse this area by jumping' flag used by the AI system. 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 Toggles the 'dont jump in this area' flag used by the AI system. nav_precise Toggles the 'dont avoid obstacles' flag used by the AI system. nav_show_approach_points Show Approach Points in the Navigation Mesh. nav_show_danger Show current 'danger' levels. 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 To split an Area into two, align the split line using your cursor and invoke the split command. nav_strip Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. Part 4: Navigation Bot Controls ============================== bot_crouch: 0/1 Label a marked nav area as a forced crouching point. bot_debug: 0/1 Used for debugging info of bot behavior. bot_freeze: 0/1 Used to freeze all bots; 1 is on, 0 is off. bot_goto_mark Sends a bot to the selected nav area (for editing nav meshes) bot_show_nav: 0/1 Shows the bot's nav mesh. bot_stop: 0/1 Same as bot_freeze? bot_traceview: 0/1 See the bot's field of view while navigating a map. bot_traceview_extended: 0/1 New command... bot_walk: 0/1 Force the bots to walk. bot_zombie: 0/1 Used for playtesting navmeshes. Part 5: Place Painting ======================= 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 Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. 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 Sets the current Place to the Place of the Area under the cursor. 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 Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
  • access_time 8mo
    How to runboost with bots?

    Bananite
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  • tonikiller avatar
    tonikiller Joined 10y ago
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    Bot_Freeze freezes only their body but they can shoot
    ╔═╦╗&#
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    ddrag0n Joined 12y ago
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    access_time 11y
    Nice, it was very helpfull...
    Fate fell short this time. avatar
    Mantra
    Fate fell short this time.
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    Sky Render Joined 13y ago
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    Notes: Thanks for submitting this.
    sky haet life
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  • NovaKiller avatar
    NovaKiller Joined 12y ago
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    You forgot the ultimate bot control command. Bot_mimic 0/1 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. bot_mimic_yaw_offset 180 This means that the bot will be turned 180 degrees from the direction you are in 360 would be the same direction and you
    I make WCS races. Wanna see em
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    zeeMan Joined 12y ago
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    I didnt make this
    spider pig! spider pig!
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  • Slorg avatar
    Slorg Joined 14y ago
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    Bot_stop stops the bots completely and they will not shoot. Don't know if bot_freeze does the same.
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  • koely avatar
    koely Joined 13y ago
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    Did anyone say this was good ? cuz i think its bs tbh
    Stuck On Yesterday Once Again. avatar
    Mantra
    Stuck On Yesterday Once Again.
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