| Source Bot Commands |
| TaskSyntax |
Description |
| Bot Controls |
| bot_chatter: off / radio / minimal / normal bot_chatter minimal |
Controls how often the bots use their radios. |
| bot_defer_to_human: 0/1bot_defer_to_human 0 |
Set to 0 to let bots complete map objectives. |
| bot_difficulty: 0/1/2/3bot_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: 0/1bot_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 / Tbot_join_team: any |
Add bot(s) to a specific team. |
| bot_addbot_add |
Adds a bot to whichever team has fewer players |
| bot_add_ctbot_add_ct |
Adds a Counter-Terrorist bot |
| bot_add_tbot_add_t |
Adds a Terrorist bot |
| bot_kickbot_kick Pete |
Kicks the specified bot, or all bots if no name is given |
| bot_killbot_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_quotabot_quota 2 |
Set to # of bots allowed on server |
| bot_quota_mode normal / fillbot_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_vacatebot_auto_vacate 1 |
If nonzero, bots will automatically leave to make room for human players. |
| bot_auto_followbot_auto_follow 1 |
If nonzero, bots with high co-op may automatically follow a nearby human player. |
| Restart Serverquit |
Restarts your server |
| bot_memory_usagebot_memory_usage |
Reports on the bots' memory usage |
| bot_allow_rogues 0 / 1bot_allow_rogues 1 |
If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals. |
| bot_eco_limitbot_eco_limit 1 |
If nonzero, bots will not buy if their money falls below this amount. |
| Bot Weapon Restrictions |
| bot_all_weaponsbot_all_weapons |
Allows the bots to use all weapons |
| bot_knives_onlybot_knives_only |
Restricts the bots to only using knives |
| bot_pistols_onlybot_pistols_only |
Restricts the bots to only using pistols |
| bot_snipers_onlybot_snipers_only |
Restricts the bots to only using sniper rifles |
| bot_allow_grenades: 0/1bot_allow_grenades 1 |
Restricts/Allows bots to use hand grenades |
| bot_allow_machine_guns: 0/1bot_allow_machine_guns 1 |
Restricts/Allows bots to use machine guns |
| bot_allow_pistols: 0/1bot_allow_pistols 1 |
Restricts/Allows bots to use pistols |
| bot_allow_rifles: 0/1bot_allow_rifles 1 |
Restricts/Allows bots to use rifles |
| bot_allow_shotguns: 0/1bot_allow_shotguns 1 |
Restricts/Allows bots to use shotguns |
| bot_allow_sub_machine_guns: 0/1bot_allow_sub_machine_guns 1 |
Restricts/Allows bots to use sub machine guns |
| Bot Navigation Editing |
| sv_cheats 0 / 1sv_cheats 1 |
Must be set to 1 to enable navigation tuning. |
| nav_quicksavenav_quicksave 1 |
Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. |
| nav_generatenav_generate |
Generate a Navigation Mesh for the current map and save it to disk. |
| nav_analyzenav_analyze |
Re-analyze the current Navigation Mesh and save it to disk. |
| nav_editnav_edit 1 |
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. |
| nav_mark_walkablenav_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_marksnav_clear_walkable_marks |
Erase any previously placed walkable positions. |
| nav_loadnav_load |
Loads the Navigation Mesh for the current map. |
| nav_savenav_save |
Saves the current Navigation Mesh to disk. |
| nav_marknav_mark |
Marks the Area under the cursor for manipulation by subsequent editing commands. |
| nav_corner_lowernav_corner_lower |
Lower the selected corner of the currently marked Area. |
| nav_corner_raisenav_corner_raise |
Raise the selected corner of the currently marked Area. |
| nav_corner_selectnav_corner_select |
Select a corner of the currently marked Area. Use multiple times to access all four corners. |
| nav_begin_areanav_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_areanav_end_area |
Defines the second corner of a new Area and creates it. |
| nav_connectnav_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_disconnectnav_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_crouchnav_crouch |
Toggles the 'must crouch in this area' flag used by the AI system. |
| nav_deletenav_delete |
Deletes the currently highlighted Area. |
| nav_jumpnav_jump |
Toggles the 'traverse this area by jumping' flag used by the AI system. |
| nav_mergenav_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_jumpnav_no_jump |
Toggles the 'dont jump in this area' flag used by the AI system. |
| nav_precisenav_precise |
Toggles the 'dont avoid obstacles' flag used by the AI system. |
| nav_show_approach_pointsnav_show_approach_points |
Show Approach Points in the Navigation Mesh. |
| nav_show_dangernav_show_danger |
Show current 'danger' levels. |
| nav_splicenav_splice |
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. |
| nav_splitnav_split |
To split an Area into two, align the split line using your cursor and invoke the split command. |
| nav_stripnav_strip |
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. |
| nav_area_bgcolornav_area_bgcolor |
RGBA color to draw as the background color for nav areas while editing. |
| nav_check_floornav_check_floor |
Updates the blocked/unblocked status for every nav area. |
| nav_show_area_infonav_show_area_info |
Duration in seconds to show nav area ID and attributes while editing |
| nav_compress_idnav_compress_id |
Re-orders area and ladder ID's so they are continuous. |
| nav_coplanar_slope_limitnav_coplanar_slope_limit |
? |
| nav_corner_place_on_groundnav_corner_place_on_ground |
Places the selected corner of the currently marked Area on the ground. |
| nav_ladder_flipnav_ladder_flip |
Flips the selected ladder's direction. |
| nav_slope_limitnav_slope_limit |
The ground unit normal's Z component must be greater than this for nav areas to be generated. |
| nav_snap_to_gridnav_snap_to_grid |
Snap to the nav generation grid when creating new nav areas |
| nav_split_place_on_groundnav_split_place_on_ground |
If true, nav areas will be placed flush with the ground when split. |
| nav_transientnav_transient |
Toggles the 'area is transient and may become blocked' flag used by the AI system. |
| nav_update_blockednav_update_blocked |
Updates the blocked/unblocked status for every nav area. |
| Navigation Bot Controls |
| bot_crouch: 0/1bot_crouch 1 |
Label a marked nav area as a forced crouching point. |
| bot_debug: 0/1bot_debug 1 |
Used for debugging info of bot behavior. |
| bot_freeze: 0/1bot_freeze 1 |
Used to freeze all bots; 1 is on, 0 is off. |
| bot_goto_markbot_goto_mark |
Sends a bot to the selected nav area (for editing nav meshes) |
| bot_show_nav: 0/1bot_show_nav 1 |
Shows the bot's nav mesh. |
| bot_stop: 0/1bot_stop 1 |
Similar to bot_freeze |
| bot_traceview: 0/1bot_traceview 1 |
See the bot's field of view while navigating a map. |
| bot_traceview_extended: 0/1bot_traceview_extended 1 |
? |
| bot_walk: 0/1bot_walk 1 |
Force the bots to walk. |
| bot_zombie: 0/1bot_zombie 1 |
Used for playtesting navmeshes. |
| Bot Place Painting |
| nav_toggle_place_modenav_toggle_place_mode |
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. |
| nav_toggle_place_paintingnav_toggle_place_painting |
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. |
| nav_place_floodfillnav_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_picknav_place_pick |
Sets the current Place to the Place of the Area under the cursor. |
| nav_use_placenav_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_unnamednav_mark_unnamed |
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. |
| nav_avoidnav_avoid |
Toggles the 'avoid this area when possible' flag used by the AI system. |
| nav_dont_hidenav_dont_hide |
Toggles the 'area is not suitable for hiding spots' flag used by the AI system. |
| nav_runnav_run |
Toggles the 'traverse this area by running' flag used by the AI system. |
| nav_standnav_stand |
Toggles the 'stand while hiding' flag used by the AI system. |
| nav_warp_to_marknav_warp_to_mark |
Warps the player to the marked area. |