counter stike bot commands
BOT CONTROL
bot_addbot_add_tbot_add_ct Causes a bot to be added to
the game. "bot_add" will add a bot to the team specified by the
"bot_join_team" cvar. "bot_add_t" and
"bot_add_ct" forces the bot onto the respective teams. bot_kill <name, "all">This command takes either
the name of a bot, or the keyword "all" - causing all bots in the
game to be killed. bot_kick <name, "all">This command takes either
the name of a bot, or the keyword "all" - causing all bots in the
game to be kicked. bot_knives_onlybot_pistols_onlybot_snipers_onlybot_all_weaponsThese commands are shortcuts
that set the bot_allow_* cvars accordingly. bot_difficulty [0-3]This cvar determines the
difficulty of all newly created bots (existing bots will retain the difficulty setting
they were created with). Zero = easy, 1 = normal, 2 = hard, 3 = expert.
Difficulty values higher than 3 are reset to 3. bot_quota <minimum number of bots>Setting this cvar to a
nonzero value will cause the given number of bots to be maintained in the game.
If a bot is kicked, a new bot will be added to maintain the quota. To disable
the quota, set it to zero. bot_prefix <string>The given <string>
will be prefixed to all subsequently added bot names. This is useful for
"clan-tagging" bots. bot_join_team [ct, t, any]Determines which team the
bots will join. bot_join_after_player [0,1]If nonzero, the bots will
wait to join the game until at least one human player has joined. bot_allow_pistolsbot_allow_shotgunsbot_allow_sub_machine_gunsbot_allow_riflesbot_allow_machine_gunsbot_allow_grenadesbot_allow_snipersbot_allow_shieldAll of the
"bot_allow" cvars can be either 0 or 1. If zero, the bots will not
buy or use the given category of weapon. bot_allow_rogues [0,1]If nonzero, allows bots to
occasionally "go rogue". Rogue bots just "run and gun", and
will respond to all radio commands with "Negative". NAVIGATION MESH
EDITING Each of the following
bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the
automatically learned data. It is recommended that these commands be bound to
keys for ease of use while editing.CAUTION: There is no
"undo" operation. Save your navigation mesh often.
bot_nav_markMarks the currently selected
nav area for later operations. bot_goto_markCauses one bot in the map to
move to the center of the currently marked area. This is useful for testing the
walkability of specific portions of the navigation mesh. bot_nav_deleteDeletes the currently
selected nav area. bot_nav_splitSplits the currently
selected nav area into two new nav areas, along the white split line. bot_nav_mergeMerges the currently
selected nav area and a previously marked nav area into a new, single nav area.
The merge will only occur if the two areas are the same size along the merge
line. bot_nav_connectCreates a ONE WAY link from
the currently marked area to the currently selected area, telling the bots they
can walk FROM the marked area TO the selected area. For most areas, you will
want to connect the areas in both directions. However, for some "jump
down" areas, the bots can move one way, but cannot get back the other. bot_nav_disconnectDisconnects ALL connections
from the currently marked area to the currently selected area. bot_nav_begin_areabot_nav_end_areaThese two commands allow the
creation of new nav areas. "bot_nav_begin_area" marks one corner of
the area. "bot_nav_end_area" marks the opposite corner of the area
and creates it. To cancel the operation, issue a "bot_nav_begin_area"
command again. bot_nav_spliceCreates a new nav area
between the currently marked area and the currently selected area, and
bidirectionally connects the new area. This command is especially useful for
creating sloped nav areas. bot_nav_crouchFlags the currently selected
area as "crouch", requiring bots to crouch (duck) to move through it. bot_nav_jumpFlags the currently selected
area as "jump". This is a hint to the bots that they should jump to
traverse this area. bot_nav_edit [0,1]Setting this cvar to 1
allows hand-tuning of the bot's navigation mesh. Once edit mode has been
activated, the bot_nav_* commands can be used. bot_nav_zdraw <height value>This value determines how
high above the ground to draw the "nav mesh" when in nav edit mode.
If the terrain is very irregular or highly sloped, it can be useful to increase
this value to 10 or 15. The default value is 4. bot_quicksave [0,1]If nonzero, the analysis
phase of map learning will be skipped. This is useful when iteratively
hand-tuning nav files. Note that withough this analysis, the bots will not look
around the world properly. NAVIGATION MESH
PROCESSING bot_nav_analyzeAnalyze the navigation mesh
to determine Approach Points and Encounter Spots. This may take several minutes
based on the size and complexity of the map.NOTE: This command requires one
bot to be in the game. The recommended procedure is to save the mesh, add a
bot, and quickly enter bot_analyze.
bot_nav_saveSaves the current navigation
mesh to disk. The navigation mesh ("nav" file) is automatically named
to correspond to the current map file. For instance, if the map is de_dust.bsp,
the nav file will be de_dust.nav. bot_nav_loadClears the current
navigation mesh, and loads it from disk. DEBUGGING bot_walk [0,1]Force all bots to walk
(disallow running). bot_stop [0,1]If nonzero, all bots will
stop moving and responding. bot_show_nav [0,1]If nonzero, the nav mesh
near each bot is drawn. bot_show_danger [0,1]If nonzero, the
"danger" in each nav area is draw as a vertical line. Blue lines
represent danger for CTs, and red lines are danger for Ts. bot_traceview <value>Used for internal debugging
of bot navigation. bot_debug <value>Used for internal debugging
of bot behavior. MISC bot_aboutDisplays the bot version
number, and information about the bot's author. Arctic sniper rifle :
givespaceweapon_awp
* Auto-aim with sniper rifle : sv_aim
* Adjust gravity : sv_gravity (-999 – 999999)
* See and fire through walls and objects : gl_zmax (0-9999)
* View other players’ frags : cl_hidefrags 0
* Faster forward motion : cl_forwardspeed 999
* Faster backwards motion : cl_backspeed 999
* Faster side motion : cl_sidespeed 999
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