Difference between revisions of "Bots"
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− | [[Image:Tr_dustbowl0003.jpg|right|thumb|300px| | + | [[Image:Tr_dustbowl0003.jpg|right|thumb|300px|A [[Soldier]] bot in action on the [[Dustbowl (Training)|Dustbowl Training]] map.]] |
− | {{Quotation|'''Bot | + | {{Quotation|'''Heavy Bot''' on self-realization|My fists! They are made of STEEL!|sound=Heavy_specialweapon01.wav}} |
+ | There are two types of '''bots''' in TF2: AI Bots and Puppet Bots. AI Bots are coded with sophisticated artificial intelligence designed to emulate player actions in game. Puppet Bots have no AI coding, but are useful for testing and | ||
− | + | training. They require the server to have [[Cheats]] enabled, which also disables Achievements. | |
− | + | ==AI Bots== | |
+ | AI Bots are designed to emulate human players and are not directly controlled. Additionally, their classes are chosen at random. They use sophisticated AI code, based on the PlayerBot and Infected AI featured in the Left 4 Dead | ||
− | + | series.<ref>[http://teamfortress.com/post.php?id=3279 Team Fortress Official Blog - Erectin a dispenser]</ref> AI Bots do not require the server to have cheats enabled; therefore, achievements are enabled while playing with them. | |
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− | + | AI Bots can be indirectly controlled to an extent: | |
+ | * Any friendly bot that you place your crosshair over during [[Setup time]] will taunt. | ||
+ | * A [[Medic]] bot will heal you if you press the, "Medic!" [[Voice commands|voice command]]. | ||
+ | * If a Medic bot is healing you and has an [[ÜberCharge]] ready, using the voice commands, "Go go go!" or, "Activate Charge!" will cause the bot to activate his ÜberCharge. | ||
− | + | ===Current AI Bot Status=== | |
− | [ | + | AI Bots are in beta testing and will become more sophisticated as they are updated. Currently, not all classes have proper AI support, a good example being the [[Spy]]. Spy bots will run away from the player or other enemies if they are |
− | + | approached while facing them and will never use their [[Cloak]]. Bots can only play as a Spy in [[List of game modes#Highlander|Highlander mode]], by typing ''"tf_bot_force_class Spy"'' into the | |
− | + | [http://developer.valvesoftware.com/wiki/Developer_Console console], or by setting class restrictions with a third party program. | |
− | + | AI Bots only work properly for most official [[King of the Hill]] maps, some [[Payload]] maps, [[Dustbowl]], and [[Mann Manor]] (bots can only be added by using the tf_bot_add command). The use of AI Bots on non-supported maps is | |
− | |||
− | + | possible by following certain steps; however, they will not emulate human players as well. | |
− | + | ''Note: A [http://forums.steampowered.com/forums/showthread.php?t=1264447 pack of pre-made bot meshes] has been compiled for many popular maps.'' | |
− | |||
− | + | ====Using Bots on Unsupported Maps==== | |
+ | # Type "sv_cheats 1" in console | ||
+ | # Type "nav_generate" in console | ||
+ | # Wait while the game generates AI paths | ||
+ | # Map will reload (navigation has been saved and the previous step doesn't need to be repeated) | ||
+ | # Open console and type ''"tf_bot_add <number>"'' as above | ||
− | + | ''Note: Bots do not work on [[Capture the Flag]] maps, even if the above tutorial is followed.'' | |
− | + | ====AI Bot Behavior==== | |
− | + | * Bots currently can not use or equip unlockable content, including: non-standard [[Weapons]], [[Hats]], or [[Miscellaneous items]]. | |
− | + | * Bots currently can not [[Jumping|jump]], [[Rocketjump#Rocket jumps|rocket jump]] or [[Stickyjump#Sticky jumps|sticky jump]]. | |
− | + | * If a bot kills a player, they roll a chance to taunt immediately after and if it succeeds, they will taunt even if they are under enemy fire. | |
− | + | * When a bot sees a disguised enemy Spy, it will watch the Spy's movement. The bot will not attack the disguised Spy unless the Spy attacks or bumps into one of the bots. | |
− | + | * Pyro bots will use the [[Compression blast]] against projectiles regularly. | |
− | + | ===AI Bot Commands=== | |
− | + | To use AI bots on supported maps, the server administrator should type the following commands into the console: | |
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{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
|{{nw|<big>'''tf_bot_add'''</big>}} | |{{nw|<big>'''tf_bot_add'''</big>}} | ||
− | | | + | |This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names. |
− | ;Syntax: <code>tf_bot_add [<'' | + | ;Syntax: <code>tf_bot_add [<''count''>] [<''class''>] [<''team''>] [<''difficulty''>]</code> |
;Parameters: | ;Parameters: | ||
− | :<code><'' | + | :<code><''count''></code> |
− | :: | + | ::Specifies the number of bots to spawn. If omitted, one bot is spawned. |
− | :: | + | ::As of this writing, specifying a number greater than the maximum number of players, including any human players, causes the bots to freeze. Thus if you have a 24 player server (the default), and one human player, do not spawn more |
− | |||
− | |||
− | + | than 23 bots. | |
− | |||
− | :<code><'' | + | :<code><''class''></code> |
− | :: | + | ::The ''classname'' of the class can be ''[[Demoman]]'', ''[[Engineer]]'', ''[[Heavy]]Weapons'', ''[[Medic]]'', ''[[Pyro]]'', ''[[Scout]]'', ''[[Soldier]]'', ''[[Sniper]]'', or ''[[Spy]]'' |
− | ; | + | :<code><''team''></code> |
+ | ::Specifies the team name to assign the bot, where ''team'' can be ''[[red]]'' or ''[[blue]]''. | ||
+ | |||
+ | :<code><''difficulty></code> | ||
+ | ::Sets the difficulty level for the bot, where ''difficulty'' can be ''easy'', ''normal'', or ''hard''. | ||
+ | |||
+ | ;Example: <code>tf_bot_add red 3 heavyweapons easy</code> will add three Heavies to the RED team at the easy skill level. | ||
|- | |- | ||
|{{nw|<big>'''tf_bot_difficulty'''</big>}} | |{{nw|<big>'''tf_bot_difficulty'''</big>}} | ||
− | | | + | |Defines the skill of bots joining the game. |
− | ;Syntax: <code>tf_bot_difficulty <'' | + | ;Syntax: <code>tf_bot_difficulty <''level''></code> |
;Parameters: | ;Parameters: | ||
:<code><''level''></code> | :<code><''level''></code> | ||
− | :: | + | ::Sets the difficulty level for the bots. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Default is "Normal" (1). |
− | ; | + | ;Example: <code>tf_bot_difficulty 2</code> will set all bots created after this command to "Hard" difficulty. |
|- | |- | ||
|{{nw|<big>'''tf_bot_force_class'''</big>}} | |{{nw|<big>'''tf_bot_force_class'''</big>}} | ||
− | | | + | |If set to a class name, all TFBots will respawn as that class. |
;Syntax: <code>tf_bot_force_class <''class''></code> | ;Syntax: <code>tf_bot_force_class <''class''></code> | ||
− | ; | + | ;Parameters: |
− | :<code><'' | + | :<code><''class''></code> |
− | :: | + | ::The ''classname'' of the class can be ''[[Demoman]]'', ''[[Engineer]]'', ''[[Heavy]]Weapons'', ''[[Medic]]'', ''[[Pyro]]'', ''[[Scout]]'', ''[[Soldier]]'', ''[[Sniper]]'', or ''[[Spy]]''. Default is "" (aka blank). |
− | ; | + | ;Example: <code>tf_bot_force_class medic</code> will make all TFbots respawn as Medic. |
|- | |- | ||
|{{nw|<big>'''tf_bot_join_after_player'''</big>}} | |{{nw|<big>'''tf_bot_join_after_player'''</big>}} | ||
− | | | + | |If nonzero, bots wait until a player joins before entering the game. |
;Syntax: <code>tf_bot_join_after_player <''integer''></code> | ;Syntax: <code>tf_bot_join_after_player <''integer''></code> | ||
− | ; | + | ;Parameters: |
:<code><''integer''></code> | :<code><''integer''></code> | ||
− | :: | + | ::Either 1 or 0. Default is 1 (enabled). |
− | ; | + | ;Example: <code>tf_bot_join_after_player 0</code> will make TFBots join the game when added even if no players are on a team. |
|- | |- | ||
|{{nw|<big>'''tf_bot_keep_class_after_death'''</big>}} | |{{nw|<big>'''tf_bot_keep_class_after_death'''</big>}} | ||
− | | | + | |If zero, bots will always respawn as a different class. |
;Syntax: <code>tf_bot_keep_class_after_death <''integer''></code> | ;Syntax: <code>tf_bot_keep_class_after_death <''integer''></code> | ||
− | ; | + | ;Parameters: |
:<code><''integer''></code> | :<code><''integer''></code> | ||
− | :: | + | ::Either 1 or 0. Default is 0 (disabled). |
− | ; | + | ;Example: <code>tf_bot_keep_class_after_death 1</code> will prevent TFBots from changing class. |
|- | |- | ||
|{{nw|<big>'''tf_bot_kick'''</big>}} | |{{nw|<big>'''tf_bot_kick'''</big>}} | ||
| | | | ||
− | + | This command will remove one or all AI bots. | |
− | ;Syntax: <code>tf_bot_kick <'' | + | ;Syntax: <code>tf_bot_kick <''name/all''></code> |
− | ; | + | ;Parameters: |
− | :<code><'' | + | :<code><''name/all''></code> |
− | :: | + | ::Specifies the name of bot to remove or all. |
− | ; | + | ;Example: <code>tf_bot_kick CEDA</code> will kick the TFbot named "CEDA" if one exists. |
|- | |- | ||
|{{nw|<big>'''tf_bot_prefix_name_with_difficulty'''</big>}} | |{{nw|<big>'''tf_bot_prefix_name_with_difficulty'''</big>}} | ||
− | | | + | |If nonzero, append the skill level of the bot to the bot's name |
;Syntax: <code>tf_bot_prefix_name_with_difficulty <''integer''></code> | ;Syntax: <code>tf_bot_prefix_name_with_difficulty <''integer''></code> | ||
− | ; | + | ;Parameters: |
:<code><''integer''></code> | :<code><''integer''></code> | ||
− | :: | + | ::Either 1 or 0. Default is 0 (disabled). |
− | ;Example: <code>tf_bot_prefix_name_with_difficulty 1</code> | + | ;Example: <code>tf_bot_prefix_name_with_difficulty 1</code> will cause added bots to have names like "1 Aimbot" (normal) and "3 Saxton Hale" (expert). |
|- | |- | ||
|{{nw|<big>'''tf_bot_quota'''</big>}} | |{{nw|<big>'''tf_bot_quota'''</big>}} | ||
− | | | + | |Determines the total number of tf bots in the game. Only has effect is "tf_bot_quota_mode" = "fill" or "match". |
;Syntax: <code>tf_bot_quota <''integer''></code> | ;Syntax: <code>tf_bot_quota <''integer''></code> | ||
− | ; | + | ;Parameters: |
:<code><''integer''></code> | :<code><''integer''></code> | ||
− | :: | + | ::Whole number between 0 and how many players the server can hold. Default is 0. |
− | ; | + | ;Example: <code>tf_bot_quota 2</code>, if tf_bot_quota_mode = match, will add two bots to the server for every one human. |
|- | |- | ||
|{{nw|<big>'''tf_bot_quota_mode'''</big>}} | |{{nw|<big>'''tf_bot_quota_mode'''</big>}} | ||
− | | | + | |Determines the type of quota. |
+ | |||
;Syntax: <code>tf_bot_quota_mode<''normal/fill/match''></code> | ;Syntax: <code>tf_bot_quota_mode<''normal/fill/match''></code> | ||
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|} | |} | ||
− | == | + | ==Puppet Bots== |
− | + | Puppet bots have no AI code and cannot move or act on their own. These bots can be used like puppets though, players can manipulate them to follow the player's commands such as following the player around and firing their weapons. Puppet | |
− | + | ||
− | + | Bots are mainly used for testing purposes and can also create stunning visuals if manipulated accordingly. | |
− | '' | + | ===Puppet Bot Commands=== |
+ | Not all of the following commands work; for clarity, the complete list of commands is included. | ||
+ | |||
+ | ''Note: entering the command without any values will display the command's current setting and a brief description.'' | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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::The ''classname'' of the class can be ''[[Demoman]]'', ''[[Engineer]]'', ''[[Heavy]]Weapons'', ''[[Medic]]'', ''[[Pyro]]'', ''[[Scout]]'', ''[[Soldier]]'', ''[[Sniper]]'', or ''[[Spy]]'' | ::The ''classname'' of the class can be ''[[Demoman]]'', ''[[Engineer]]'', ''[[Heavy]]Weapons'', ''[[Medic]]'', ''[[Pyro]]'', ''[[Scout]]'', ''[[Soldier]]'', ''[[Sniper]]'', or ''[[Spy]]'' | ||
:<code>-name ''botname''</code> | :<code>-name ''botname''</code> | ||
− | ::''botname'' can be anything. If there is already someone with the same name, an incremental number (starting at 1) surrounded with parenthesis will be added to the beginning of the name. For example, joe, (1)joe, (2)joe, etc. If no name is given then the name will be "bot" followed by a number starting with 01; for example, the first bot will be bot01, the next bot02, and so on. | + | ::''botname'' can be anything. If there is already someone with the same name, an incremental number (starting at 1) surrounded with parenthesis will be added to the beginning of the name. For example, joe, (1)joe, (2)joe, etc. If no |
+ | |||
+ | name is given then the name will be "bot" followed by a number starting with 01; for example, the first bot will be bot01, the next bot02, and so on. | ||
;Example: <code>bot -team red -class Engineer -name joe</code> | ;Example: <code>bot -team red -class Engineer -name joe</code> | ||
|- | |- | ||
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;Example 2: bot_command bot01 "taunt" | ;Example 2: bot_command bot01 "taunt" | ||
− | ::The slot commands (slot1, slot2, etc.) do not work with bot_command, however with bot_forcefireweapon, you can make all bots in that class switch to that weapon and start firing, then make them stop. You can only make the entire group of bots in that class switch to that weapon, however. | + | ::The slot commands (slot1, slot2, etc.) do not work with bot_command, however with bot_forcefireweapon, you can make all bots in that class switch to that weapon and start firing, then make them stop. You can only make the entire group |
+ | |||
+ | of bots in that class switch to that weapon, however. | ||
|- | |- | ||
|{{nw|<big>'''bot_defend'''</big>}} | |{{nw|<big>'''bot_defend'''</big>}} | ||
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|- | |- | ||
|{{nw|<big>'''bot_dontmove'''</big>}} | |{{nw|<big>'''bot_dontmove'''</big>}} | ||
− | |Bots are allowed or prevented from moving. When set to ''1'' the bots cannot move but they can still turn and jump. Note with a combination of this command and <code>bot_mimic</code> you can move bots to where you want them and leave them there. | + | |Bots are allowed or prevented from moving. When set to ''1'' the bots cannot move but they can still turn and jump. Note with a combination of this command and <code>bot_mimic</code> you can move bots to where you want them and leave |
+ | |||
+ | them there. | ||
;Syntax: <code>bot_dontmove <''0/1''></code> | ;Syntax: <code>bot_dontmove <''0/1''></code> | ||
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|- | |- | ||
|{{nw|<big>'''bot_forceattack'''</big>}} | |{{nw|<big>'''bot_forceattack'''</big>}} | ||
− | |This will make all the bots automatically fire whatever [[weapon]] they currently have selected. If <code>bot_forceattack2</code> is set to ''0'', then the bots will execute primary_fire. If <code>bot_forceattack2</code> is set to ''1'', then the bots will execute secondary_fire. | + | |This will make all the bots automatically fire whatever [[weapon]] they currently have selected. If <code>bot_forceattack2</code> is set to ''0'', then the bots will execute primary_fire. If <code>bot_forceattack2</code> is set to |
+ | |||
+ | ''1'', then the bots will execute secondary_fire. | ||
Note this does nothing if <code>bot_mimic</code> is active (set to ''1''). | Note this does nothing if <code>bot_mimic</code> is active (set to ''1''). | ||
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|- | |- | ||
|{{nw|<big>'''bot_forceattack_down'''</big>}} | |{{nw|<big>'''bot_forceattack_down'''</big>}} | ||
− | |When firing, don't tap fire, hold it down. If this is set to ''0'' then the bot will act like they are continuously tapping the fire button (useful for the [[Pistol]], but not for the [[Heavy]]'s [[Minigun]]). If this is set to ''1'' then the bot will act as if it is holding down the fire button (useful for the Heavy). | + | |When firing, don't tap fire, hold it down. If this is set to ''0'' then the bot will act like they are continuously tapping the fire button (useful for the [[Pistol]], but not for the [[Heavy]]'s [[Minigun]]). If this is set to ''1'' |
+ | |||
+ | then the bot will act as if it is holding down the fire button (useful for the Heavy). | ||
;Syntax: <code>bot_forceattack_down <''0/1''></code> | ;Syntax: <code>bot_forceattack_down <''0/1''></code> | ||
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| | | | ||
− | === | + | ===AI Bot Names=== |
− | + | The AI Bots are programmed to have different names, with many of their names being references to Valve's other works. They also include some references to Team Fortress as well. Many of these names have been requested on the Steam | |
+ | |||
+ | forums. <!--If you encounter other names that aren't on the list, please add them--> | ||
{| | {| | ||
| valign="top" | | | valign="top" | | ||
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;Example: bot_whack bot109 | ;Example: bot_whack bot109 | ||
|} | |} | ||
− | |||
− | |||
==References== | ==References== |
Revision as of 20:27, 8 December 2010
“ | My fists! They are made of STEEL!
Click to listen
— Heavy Bot on self-realization
|
” |
There are two types of bots in TF2: AI Bots and Puppet Bots. AI Bots are coded with sophisticated artificial intelligence designed to emulate player actions in game. Puppet Bots have no AI coding, but are useful for testing and
training. They require the server to have Cheats enabled, which also disables Achievements.
Contents
AI Bots
AI Bots are designed to emulate human players and are not directly controlled. Additionally, their classes are chosen at random. They use sophisticated AI code, based on the PlayerBot and Infected AI featured in the Left 4 Dead
series.[1] AI Bots do not require the server to have cheats enabled; therefore, achievements are enabled while playing with them.
AI Bots can be indirectly controlled to an extent:
- Any friendly bot that you place your crosshair over during Setup time will taunt.
- A Medic bot will heal you if you press the, "Medic!" voice command.
- If a Medic bot is healing you and has an ÜberCharge ready, using the voice commands, "Go go go!" or, "Activate Charge!" will cause the bot to activate his ÜberCharge.
Current AI Bot Status
AI Bots are in beta testing and will become more sophisticated as they are updated. Currently, not all classes have proper AI support, a good example being the Spy. Spy bots will run away from the player or other enemies if they are
approached while facing them and will never use their Cloak. Bots can only play as a Spy in Highlander mode, by typing "tf_bot_force_class Spy" into the
console, or by setting class restrictions with a third party program. AI Bots only work properly for most official King of the Hill maps, some Payload maps, Dustbowl, and Mann Manor (bots can only be added by using the tf_bot_add command). The use of AI Bots on non-supported maps is
possible by following certain steps; however, they will not emulate human players as well.
Note: A pack of pre-made bot meshes has been compiled for many popular maps.
Using Bots on Unsupported Maps
- Type "sv_cheats 1" in console
- Type "nav_generate" in console
- Wait while the game generates AI paths
- Map will reload (navigation has been saved and the previous step doesn't need to be repeated)
- Open console and type "tf_bot_add <number>" as above
Note: Bots do not work on Capture the Flag maps, even if the above tutorial is followed.
AI Bot Behavior
- Bots currently can not use or equip unlockable content, including: non-standard Weapons, Hats, or Miscellaneous items.
- Bots currently can not jump, rocket jump or sticky jump.
- If a bot kills a player, they roll a chance to taunt immediately after and if it succeeds, they will taunt even if they are under enemy fire.
- When a bot sees a disguised enemy Spy, it will watch the Spy's movement. The bot will not attack the disguised Spy unless the Spy attacks or bumps into one of the bots.
- Pyro bots will use the Compression blast against projectiles regularly.
AI Bot Commands
To use AI bots on supported maps, the server administrator should type the following commands into the console:
Command | Description |
---|---|
tf_bot_add | This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names.
than 23 bots.
|
tf_bot_difficulty | Defines the skill of bots joining the game.
|
tf_bot_force_class | If set to a class name, all TFBots will respawn as that class.
|
tf_bot_join_after_player | If nonzero, bots wait until a player joins before entering the game.
|
tf_bot_keep_class_after_death | If zero, bots will always respawn as a different class.
|
tf_bot_kick |
This command will remove one or all AI bots.
|
tf_bot_prefix_name_with_difficulty | If nonzero, append the skill level of the bot to the bot's name
|
tf_bot_quota | Determines the total number of tf bots in the game. Only has effect is "tf_bot_quota_mode" = "fill" or "match".
|
tf_bot_quota_mode | Determines the type of quota.
|
Puppet Bots
Puppet bots have no AI code and cannot move or act on their own. These bots can be used like puppets though, players can manipulate them to follow the player's commands such as following the player around and firing their weapons. Puppet
Bots are mainly used for testing purposes and can also create stunning visuals if manipulated accordingly.
Puppet Bot Commands
Not all of the following commands work; for clarity, the complete list of commands is included.
Note: entering the command without any values will display the command's current setting and a brief description.
Command | Description | |||
---|---|---|---|---|
bot | This command will create a bot on the given team with the specified class and name. If team or name is omitted, they will be assigned randomly.
name is given then the name will be "bot" followed by a number starting with 01; for example, the first bot will be bot01, the next bot02, and so on.
| |||
bot_changeclass | Force all bots to change to the specified class.
Does not seem to be implemented, nothing happens. | |||
bot_changeteams |
Make all bots change teams. This forces all the bots to switch teams. If a bot was on the RED team then it will now be on the BLU team and vice versa. | |||
bot_command | Sends specified command on behalf of specified bot.
of bots in that class switch to that weapon, however. | |||
bot_defend | Set to a team number, and that team will all keep their combat shields raised.
For instance, Heavies will spin their miniguns. | |||
bot_dontmove | Bots are allowed or prevented from moving. When set to 1 the bots cannot move but they can still turn and jump. Note with a combination of this command and bot_mimic you can move bots to where you want them and leave
them there.
| |||
bot_forceattack | This will make all the bots automatically fire whatever weapon they currently have selected. If bot_forceattack2 is set to 0, then the bots will execute primary_fire. If bot_forceattack2 is set to
1, then the bots will execute secondary_fire. Note this does nothing if
| |||
bot_forceattack2 | This will make all the bots execute secondary_fire on whatever weapon they currently have selected when bot_forceattack is set to 1.
| |||
bot_forceattack_down | When firing, don't tap fire, hold it down. If this is set to 0 then the bot will act like they are continuously tapping the fire button (useful for the Pistol, but not for the Heavy's Minigun). If this is set to 1
then the bot will act as if it is holding down the fire button (useful for the Heavy).
| |||
bot_forcefireweapon | Forces all bots who have the specified weapon to switch to and fire it.
If a bot does not have this weapon, nothing happens to it (unless it is firing a different weapon, in which it stops)
| |||
bot_kill |
Kills the specified bot.
| |||
bot_mimic | Bot uses usercmd of player by index.
The bot will execute all keystrokes issued by a player, mimicking movements, turns, jumps, fire, etc. Note this overrides
| |||
bot_mimic_yaw_offset |
Offsets the bots' yaw. The bots will face in a direction this angle from the player. By default this is set to 180 so that all bots will face the player. Setting this to 0 will face the bots in the same direction as the player.
| |||
bot_randomnames |
AI Bot NamesThe AI Bots are programmed to have different names, with many of their names being references to Valve's other works. They also include some references to Team Fortress as well. Many of these names have been requested on the Steam forums.
bot_randomnames <0/1>
| |||
bot_refill | Refills all bots' Ammo counts, including Metal for Engineers.
Syntax: | |||
bot_saveme | This makes all the bots call for a Medic, equivalent to issuing bot_command <botname> "voicemenu 0 0" to every bot.
Syntax:
| |||
bot_selectweaponslot | This makes the first bot select weapon in specified weapon slot.
0 = primary; 1 = secondary; 2 = melee; 3 = special Note this only works for the first bot spawned. There doesn't seem to be a way to specify other bots.
| |||
bot_teleport | Teleports a specified bot to a given coordinate.
Map coordinates of where you are standing can be found by typing
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bot_whack | Delivers lethal damage from player to specified bot. This basically kills the bot with the currently selected weapon, probably used for testing during development.
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