[Must Read!] counter strike source bot commands

adrienshepard

Moderator
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.
 
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