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 cvarbefore 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. |