Você está na página 1de 1

bot_add

BOT
Causes
bot_add_ct
bot_add_t
CONTROL
a bot to be added to the game. "bot_add" will add a bot to the team speci
fied by the "bot_join_team" cvar. "bot_add_t" and "bot_add_ct" forces the bot on
to thecommand
bot_kill
This respective
<name,
takes"all">
teams.
either the name of a bot, or the keyword "all" - causing all
bots command
bot_kick
This in the <name,
game
takes"all">
toeither
be killed.
the name of a bot, or the keyword "all" - causing all
botsCONTROL
These
bot_all_weapons
bot_snipers_only
bot_pistols_only
bot_knives_only
BOT
bot_difficulty
This incommands
cvar thedetermines
game[0-3]
aretoshortcuts
bethekicked.
difficulty
that setofthe allbot_allow_*
newly created cvars
botsaccordingly.
(existing bots wil
l retain the difficulty setting they were created with). Zero = easy, 1 = normal
, 2 = hard,
bot_quota
Setting this
<minimum
3cvar
= expert.
tonumber
a nonzero
Difficulty
of bots>
valuevalues
will cause
higherthethangiven
3 arenumber
resetoftobots
3. to be m
aintained in the game. If a bot is kicked, a new bot will be added to maintain t
he quota.
bot_prefix
The given <string>
To<string>
disablewill thebequota,
prefixed
set toit all
to zero.
subsequently added bot names. This is
bot_join_team
Determines
bot_join_after_player
If
useful
nonzero,
forwhich
"clan-tagging"
the[ct,
bots
team
t,will
any]wait
the
[0,1] bots
bots.to
willjoinjoin.
the game until at least one human player
has of
All
bot_allow_shield
bot_allow_snipers
bot_allow_grenades
bot_allow_machine_guns
bot_allow_rifles
bot_allow_sub_machine_guns
bot_allow_shotguns
bot_allow_pistols
joined.
the "bot_allow" cvars can be either 0 or 1. If zero, the bots will not bu
y ornonzero,
bot_allow_rogues
If use theallows
given[0,1]
category
bots to occasionally
of weapon. "go rogue". Rogue bots just "run and gun
", andofwill
NAVIGATION
Each theMESH
respond
following
EDITING
tobot_nav_
all radiocommands
commandsoperate
with "Negative".
on the navigation mesh, allowing
hand-tuning of the automatically learned data. It is recommended that these com
mands the
CAUTION:
Marks
bot_nav_mark
Deletes
bot_nav_delete
Splits
bot_nav_split
bethe
the
bound
There
currently
currently
currently
to no
is keys
selected
"undo"
selected
selected
for ease
operation.
nav
nav
nav
ofarea
area
usefor
area.while
Save
intolater
your
two
editing.
operations.
new
navigation
nav areas,meshalong
often.
the white s
plit line.
Merges
bot_nav_merge
the currently selected nav area and a previously marked nav area into a n
ew, single nav area. The merge will only occur if the two areas are the same siz
e along atheONEmerge
Creates
bot_nav_connect WAY link
line.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 o
Disconnects ALL connections from the currently marked area to the currently sele
bot_nav_disconnect
ther.
cted area.
These
bot_nav_end_area
bot_nav_begin_area
two commands allow the creation of new nav areas. "bot_nav_begin_area" mar
ks one corner of the area. "bot_nav_end_area" marks the opposite corner of the a
rea and creates it. To cancel the operation, issue a "bot_nav_begin_area" comman
d again.a new nav area between the currently marked area and the currently selec
Creates
bot_nav_splice
ted area, and bidirectionally connects the new area. This command is especially
usefulthe
Flags
bot_nav_crouch
forcurrently
creating selected
sloped navarea areas.
as "crouch", requiring bots to crouch (duck) t
o movethe
Flags
bot_nav_jump
through
currently
it. selected area as "jump". This is a hint to the bots that the
y shouldthe
NAVIGATION
Analyze
bot_nav_analyze
jump
MESH
navigation
toPROCESSING
traverse meshthis
to determine
area. Approach Points and Encounter Spots. Th
is mayThis
NOTE: takecommand
severalrequires
minutes one basedbotontothebesize
in the
andgame.
complexity
The recommended
of the map.procedure
Saves
bot_nav_save
is tothe savecurrent
the mesh,
navigation
add a bot, meshandto disk.
quicklyTheenter
navigation
bot_analyze.
mesh ("nav" file) is a
utomatically named to correspond to the current map file. For instance, if the m
ap isMESH
Clears
bot_nav_load
NAV
bot_nav_edit
Setting de_dust.bsp,
the
this
EDITING
current
[0,1]tonavigation
cvar the1 allows
nav filehand-tuning
mesh,
willand be loads
de_dust.nav.
of the
it bot's
from disk.
navigation mesh. Once edi
t modevalue
bot_nav_zdraw
This has determines
been<height
activated,
value>
how high
the above
bot_nav_* the ground
commandstocan
drawbethe
used.
"nav mesh" when in n
av edit mode. If the terrain is very irregular or highly sloped, it can be usefu
l tononzero,
bot_quicksave
If increasethe[0,1]
this
analysis
value phase
to 10 ofor map
15. learning
The defaultwillvalue
be skipped.
is 4. This is useful w
hen iteratively hand-tuning nav files. Note that withough this analysis, the bot
s will
bot_walk
DEBUGGING
Force
bot_stop
bot_show_nav
bot_show_danger
If nonzero,
all
not[0,1]
bots
look
all
the
[0,1]
to"danger"
around
bots
nav
[0,1]
walk
mesh
will
thein
(disallow
near
stop
world
each
each
moving
properly.
running).
navbotarea
and
is is
responding.
drawn.
draw as a vertical line. Blue lines
bot_traceview
bot_debug
Used
Displays
bot_about
MISC
Causes
bot_goto_mark
represent
foronethe
internal
<value>
danger
bot
bot
<value>
inversion
for map
debugging
the CTs,number,
toand
ofmove
redand
bot tobehavior.
lines
navigation.
information
the are danger
center ofabout
the
forcurrently
the
Ts.bot's marked
author.area. Th
is is useful for testing the walkability of specific portions of the navigation
mesh.

Você também pode gostar