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Revision as of 17:17, 25 February 2024


En Soldier bot i aktion på Dustbowl Trænings banen.
Denne side handler om computerstyrede spillere i spillet Team Fortress 2.
Menneskelige holdkammerater kan dømme dig, men vil disse sjæleløse automater? JA. De er ikke blinde. Men de ER stumme, så din inkompetence er en hemmelighed, de vil tage med sig i graven.
Soldier

En bot er en computerstyret spiller på en server. Der er to typer af bots i Team Fortress 2: AI-bots og Puppet-bots. AI-bots er kodet med sofistikeret kunstig intelligens designet til at efterligne spilleres handlinger i spillet og kan bruges uden at aktivere cheats. Puppet-bots har ingen AI-kodning, men er nyttige til test og træning. Puppet-bots kræver, at serveren har cheats aktiveret, hvilket også deaktiverer præstationer.

Almindelige AI bots

De standard AI-bots, eller TFBots, er designet til at efterligne menneskelige spillere og styres ikke direkte. Derudover vælges deres klasser tilfældigt. De bruger sofistikeret AI-kode baseret på PlayerBot og Infected AI, der findes i Left 4 Dead-serien.[1] AI-bots kræver ikke, at serveren har snydefunktioner aktiveret; derfor er præstationer aktiveret, når du spiller med dem. Der er dog én undtagelse; Bots ser ikke Dødhckamera når de bliver dræbt; derfor kan en spiller ikke opnå Dødkamera-relaterede præstationer. Derudover øger drab af en bot med et Sær våben ikke våbnets dræberegister, medmindre våbnet har Sær Del: Robotter Destrueret anvendt på det, i hvilket tilfælde drabet vil blive tilføjet til den Sære del og ikke hovedtælleren.

AI-bots kommer i fire færdighedsniveauer, der spænder fra nemt til ekspert. Sigsegv har samlet detaljeret forklaring på forskellene i færdighederne..

AI-bots kan til en vis grad styres indirekte:

  • Enhver venlig og fjendtlig bot, som spilleren fokuserer på med deres sigtekorn under opsætningstid vil håne.
  • En venlig Medic bot vil helbrede en spiller hvis de bruger "Medic!" stemmekommandoen.
  • Hvis en Medic bot helbreder og har ÜberLadning klar, vil brug af stemmekommandoerne "Go Go Go!" eller "Aktiver opladning!" få botten til straks at aktivere sin ÜberLadning.
  • En Medic-bot med en klar ÜberLadning vil straks aktivere opladningen, hvis han eller helingsmålet bliver betydeligt såret.
  • Bots vil forsøge at deltage i holdkammerater, der udfører en partner-hån (f.eks. Klør Fem!) eller et gruppehån (f.eks. Conga).


Stifinding

Baner med officiel bot-understøttelse

Bane Spiltilstand Filnavn
Dustbowl Angrib/forsvar cp_dustbowl
Gorge Angrib/forsvar cp_gorge
Gorge Event Angrib/forsvar cp_gorge_event
Mann Manor Angrib/forsvar cp_manor_event
Mercenary Park Angrib/forsvar cp_mercenarypark
Mossrock Angrib/forsvar cp_mossrock
Badlands Kontrolpunkt cp_badlands
Foundry Kontrolpunkt cp_foundry
Granary Kontrolpunkt cp_granary
Gullywash Kontrolpunkt cp_gullywash_final1
Metalworks Kontrolpunkt cp_metalworks
Process Kontrolpunkt cp_process_final
Snakewater Kontrolpunkt cp_snakewater_final1
Sunshine Kontrolpunkt cp_sunshine
Vanguard Kontrolpunkt cp_vanguard
Turbine Erobr flaget ctf_turbine
Badlands Konge af bakken koth_badlands
Brazil Konge af bakken koth_brazil
Eyeaduct Konge af bakken koth_viaduct_event
Ghost Fort Konge af bakken koth_lakeside_event
Kong King Konge af bakken koth_king
Lakeside Konge af bakken koth_lakeside_final
Laughter Konge af bakken koth_slaughter_event
Lazarus Konge af bakken koth_lazarus
Moldergrove Konge af bakken koth_undergrove_event
Moonshine Event Konge af bakken koth_moonshine_event
Nucleus Konge af bakken koth_nucleus
Probed Konge af bakken koth_probed
Sawmill Konge af bakken koth_sawmill
Slasher Konge af bakken koth_slasher
Viaduct Konge af bakken koth_viaduct
Badwater Basin Payload pl_badwater
Barnblitz Payload pl_barnblitz
Bloodwater Payload pl_bloodwater
Camber Payload pl_camber
Brimstone Payload pl_fifthcurve_event
Enclosure Payload pl_enclosure_final
Goldrush Payload pl_goldrush
Gravestone Payload pl_rumble_event
Hoodoo Payload pl_hoodoo_final
Precipice Payload pl_precipice_event_final
Swiftwater Payload pl_swiftwater_final1
Thundermountain Payload pl_thundermountain
Upward Payload pl_upward
Pier Payload pl_pier
Wutville Payload pl_wutville_event

BLU bots get stuck trying to leave one of BLU's spawn points. Therefore, BLU can only win if few or no BLU bots die when the cart is near that spawn point.

Brug af bots på ikke understøttede baner

Se også: Navigation Meshes på Valve Developer Community
  1. Nav-mesh-redigering kræver aktiverede cheatfunktioner, så skriv "sv_cheats 1" i konsollen.
  2. Byg den indledende nav-mesh ved hjælp af kommandoen "nav_generate".
  3. Vent mens spillet genererer AI-stier, fremskridt overvåges i konsollen.
  4. Banen vil genindlæses.
  5. Tilpas eventuelt den genererede nav-mesh for at tilføje manglende data og fjerne fejlagtige data. Brug "nav_edit 1" for at gå ind i nav-mesh-redigeringsmodus.
  6. Genindlæs/genstart serveren (valgfrit, men hvis det ikke gøres, vil præstationer være deaktiveret).
  7. Åbn konsollen og skriv "tf_bot_add <number>" som ovenfor for at tilføje bots.

ADVARSEL: Spillet har en tendens til at gå ned, hvis du redigerer navigationsmeshen med aktiverede bots.

Bots kan bruges på ethvert kort, hvor ovenstående trin er blevet udført uden at skulle gentage dem, undtagen for at indtaste kommandoen "tf_bot_add <number>" hver gang, bots skal tilføjes.

Auto-genererede nav-meshes fungerer bedst på kontrolpunkt, kongen på bakken, last, Erobr Flaget. På Mannpower baner,vil bots spille som Erobr Flaget, men vil ikke kunne bruge Gribekroge eller intelligent bruge powerups, de går over. At sætte værdien af konsolkommandoen "tf_bot_offense_must_push_time" til 0 tillader bots at kæmpe mod hinanden på baner uden mål, som de kan genkende, medmindre banen ikke har nogen respawn-rum-entiteter.

Standard baner uden officiel bot understøttelse

 ·  Hydro  ·  DeGroot Keep  ·  Hightower  ·  Frontier  ·  Pipeline  ·  Steel  ·  2Fort  ·  2Fort Invasion
 ·  Double Cross  ·  Landfall  ·  Sawmill (Capture the Flag)  ·  Well (Capture the Flag)  ·  5Gorge  ·  Coldfront  ·  Fastlane  ·  Freight
 ·  Powerhouse  ·  Sinshine  ·  Well  ·  Yukon  ·  Egypt  ·  Gravel Pit  ·  Junction  ·  Mountain Lab
 ·  Snowplow  ·  SnowVille  ·  Snowfall  ·  Steel  ·  Standin  ·  Borneo  ·  Cactus Canyon  ·  Frontier
 ·  Hellstone  ·  Snowycoast  ·  Swiftwater  ·  Banana Bay  ·  Helltower  ·  Hightower  ·  Nightfall  ·  Pipeline
 ·  Badlands (Arena)  ·  Byre  ·  Granary (Arena)  ·  Lumberyard  ·  Nucleus (Arena)  ·  Offblast  ·  Ravine  ·  Sawmill
 ·  Watchtower  ·  Well (Arena)  ·  Harvest  ·  Harvest Event  ·  Highpass  ·  Maple Ridge Event  ·  Suijin  ·  Carnival of Carnage
 ·  Doomsday  ·  Cloak (Control Point)  ·  Bigrock  ·  Coal Town  ·  Decoy  ·  Ghost Town  ·  Mannhattan  ·  Mannworks
 ·  Rottenburg  ·  Asteroid  ·  Foundry (Capture the Flag)  ·  Gorge (Capture the Flag)  ·  Hellfire  ·  Brickyard  ·  District  ·  Timbertown
 ·  Pit of Death  ·  Watergate

AI bot kommandoer

For en mere omfattende liste over kommandoer, se Liste over TF2 konsolkommandoer og variabler på Valve Developer Community

For at bruge AI-bots på understøttede kort bør serveradministratoren skrive følgende kommandoer i konsollen (nogle kræver muligvis at sv_cheats skal være indstillet til 1):

Kommando Beskrivelse
tf_bot_add Denne kommando vil oprette en eller flere AI-bots af tilfældige klasser på tilfældige hold. De vil også blive tildelt tilfældige navne fra en standard sæt.
Syntax
tf_bot_add [<count>] [<class>] [<team>] [<difficulty>] [<name>] [noquota]
Parametre
<count>
Angiver antallet af bots, der skal oprettes. Hvis der udelades, oprettes én bot.
Forsøg på at oprette bots ud over maxplayers vil mislykkes med en fejlmeddelelse i konsollen.
Hvis mp_teams_unbalance_limit er for lavt, kan tilføjelse af flere bots til ét hold stadig resultere i automatisk balancering for at udligne holdnumrene.
<class>
classname af klassen kan være Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, eller Spy
<team>
Angiver holdnavnet for at tildele botten, hvor hold kan være red eller blue.
<difficulty>
Indstiller sværhedsgraden for botten, hvor sværhed kan være let, normal, svær eller ekspert.
<name>
Indstiller navnet på den tilsluttede bot.
noquota
Hvis den præcise frase 'noquota' er til stede, udelukkes botten fra bot-kvoteadministrationsystemet. Se tf_bot_quota.
Eksempel
tf_bot_add 3 heavyweapons red easy vil tilføje tre Heavies til RED hold på let sværhedgrad.
tf_bot_difficulty Definerer færdighedsniveauet for bots, der deltager i spillet.
Syntax
tf_bot_difficulty <level>
Parametre
<level>
Indstiller sværhedsgraden for bots. Værdierne er: 0=let, 1=normal, 2=svær, 3=ekspert. Standard er "Normal" (1).
Eksempel
tf_bot_difficulty 2 vil indstille alle bots, der oprettes efter denne kommando, til "Svær" sværhedsniveau.
tf_bot_fire_weapon_allowed Bestemmer, om bots skal affyre våben. Hvis det er deaktiveret, kan bots stadig bruge visse ikke-skadende våben som f.eks. Medi-geværet. Som én undtagelse vil Medic bots stadig affyre deres Injektionssprøjtepistol. Derudover vil Demoman bots stadig være i stand til at detonere eksisterende klæbebomber, men vil ikke lægge flere.
Syntax
tf_bot_fire_weapon_allowed <integer>
Parametre
<integer>
Enten 1 eller 0. Standard er 1 (aktiveret).
Eksempel
tf_bot_fire_weapon_allowed 0 vil resultere i, at bots ikke bruger deres våben, med nogle få undtagelser.
tf_bot_force_class Hvis indstillet til et klassenavn, vil alle TFBots genopstå som den klasse.
Syntax
tf_bot_force_class <class>
Parameters
<class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy. Default is "" (aka blank).
Example
tf_bot_force_class medic will make all TFBots respawn as Medic.
tf_bot_force_jump If enabled, forces bots to repeatedly jump over and over.
Syntax
tf_bot_force_jump <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_force_jump 1 will force AI bots to repeatedly jump.
tf_bot_join_after_player If nonzero, bots wait until a player joins before entering the game. This only applies to quota spawned bots.
Syntax
tf_bot_join_after_player <integer>
Parameters
<integer>
Either 1 or 0. Default is 1 (enabled).
Example
tf_bot_join_after_player 0 will make TFBots join the game when added even if no players are on a team.
tf_bot_keep_class_after_death If zero, bots will always respawn as a different class.
Syntax
tf_bot_keep_class_after_death <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_keep_class_after_death 1 will prevent TFBots from changing class.
tf_bot_kick

This command will remove one or all AI bots.

Syntax
tf_bot_kick <name/all/team>
Parameters
<name/all/team>
Specifies the name of bot to remove, the team to remove, or all.
Example
tf_bot_kick CEDA will kick the TFBot named "CEDA" if one exists. Like tf_bot_kill, quotation marks will be needed to kick bots with names that consist of 2 or more words, such as tf_bot_kick "Black Mesa" to kick the TFBot named "Black Mesa".
tf_bot_kill

This command will kill one or all AI bots.

Syntax
tf_bot_kill <name/all/team>
Parameters
<name/all/team>
Specifies the name of bot to kill, the team to kill, or all.
Example
tf_bot_kill CEDA will kill the TFBot named "CEDA" if one exists. Quotation marks will be needed to kill bots with names that consist of 2 or more words, such as tf_bot_kill "Black Mesa" to kill the TFBot named "Black Mesa".
tf_bot_melee_only Determines whether a bot should only use melee weapons or not.
Syntax
tf_bot_melee_only <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_melee_only 1 will have bots using only melee weapons.
tf_bot_prefix_name_with_difficulty If nonzero, append the skill level of the bot to the bot's name
Syntax
tf_bot_prefix_name_with_difficulty <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
tf_bot_prefix_name_with_difficulty 1 will cause added bots to have names like "Normal Aimbot" and "Expert Saxton Hale".
tf_bot_quota Determines the total number of TFBots in the game. Only has effect if tf_bot_quota_mode = "fill" or "match".
Syntax
tf_bot_quota <integer>
Parameters
<integer>
Whole number between 0 and how many players the server can hold. Default is 0.
Example
tf_bot_quota 2, if tf_bot_quota_mode = match, will add two bots to the server for every one human.
tf_bot_quota_mode Determines the type of quota.
Syntax
tf_bot_quota_mode<normal/fill/match>
Parameters
normal/fill/match
If 'normal', the server will never add/remove TFBots without explicit commands and bot_quota has no effect.
If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
Example
tf_bot_quota_mode fill will always keep (bot_quota - # of human players) bots in the game.
tf_bot_taunt_victim_chance Determines how often a Bot will taunt a human victim.
Syntax
tf_bot_taunt_victim_chance <integer>
Parameters
<integer>
Whole number between 0 and 100. Default is 20.
Examples
tf_bot_taunt_victim_chance 0 Bots will never taunt after killing a human player.
tf_bot_taunt_victim_chance 100 Bots will always taunt after killing a human player.
tf_bot_warp_team_to_me Teleports your team's bots to your position. Requires sv_cheats 1.
Syntax
tf_bot_warp_team_to_me
Parameters
N/A

Current AI bot status

AI bots are fully released[Kilde mangler]. Currently, all classes are working properly due to the Hatless Update, including the once-buggy Spy. AI bots only work properly for most official King of the Hill maps, some Payload maps, Attack/Defend maps Dustbowl and Gorge, Capture the Flag maps, and Mann Manor (on the latter two, bots can only be added by using the tf_bot_add command in the console). The use of AI bots on non-supported maps is possible by following certain steps; however, they will not emulate human players as well.

Bots will not work properly on any PLR map as they either can't jump over the railings on Hightower or get stuck in a random corner in spawn; and bots have a dance party on any other PLR map (this may change in the future).[Kilde mangler]

AI bot behavior

  • Bots currently only use the default loadout (although they can be given non-Stock weapons with a custom mod/plugin).
  • Bots on Easy difficulty will rarely, if ever, use any weapon other than their primary weapon. Bots on higher difficulties will switch to and use their secondary weapon as soon as the ammunition of their primary weapon is spent, or to compensate for the distance of their target.
  • Bots currently cannot execute special jumps (such as rocket jumps) or haul buildings.
  • 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. However, bots will not taunt if carrying the enemy intelligence. This behavior applies to Robots in Mann vs. Machine mode.
  • Spy bots (and players) are properly ignored by other bots while disguised. However, upon 'touching' any enemy bot, sapping, shooting, or Cloaking, all other bots who see it happen will declare the bot/player a Spy and won't forget who they are until they change disguises while unseen or until the bot(s) who declared them a Spy dies or feigns death with the Dead Ringer.
  • Pyro bots will use the compression blast against projectiles and opponents with unusual frequency if on difficulties other than Easy.
  • Medic bots will usually heal all other classes before Snipers (and to a lesser extent Engineers) even if the "Medic!" voice command is used.
  • Medic bots tend to favor Heavies, Soldiers, Demomen, and Pyros, if being played by a human. If no human player is one of these classes, they are not likely to be pocketed.
  • A Medic bot with an ÜberCharge ready will immediately activate the charge if he gets hurt. This behavior is used by Über Medics in Mann vs. Machine mode.
  • Bots do not attack during setup time unless they are attacked first (with the exception of Demoman bots planting stickybombs).
  • Engineer bots do not upgrade (or even remove Sappers from) their Teleporters, and sometimes don't repair their Sentry Guns even when they're not under fire.
  • Engineer bots will never repair or upgrade a friendly Engineer bot's building, unless that building is in the way of the Engineer's target.
  • Bots, excluding Engineers, Snipers, and Spies, will stay in their spawn positions on setup when attacking in a Attack/Defend map or a Payload map.
  • Spy bots, when spotted by another bot (possibly player), will not attempt to backstab and will instead switch to their Revolver and shoot while retreating.
  • Demoman bots, once they know where a Sentry Gun is (usually after dying to one), will be able to stand out of range of the sentry and perfectly aim and time their stickybomb charges to land precisely where the Sentry Gun is. Walls and ceilings may occasionally get in the way of the stickybombs' flight path, though.
  • Sniper bots, upon scoping in and not finding a target, will use one of the "Negative" voice commands
  • Friendly Medics will tend to heal a disguised Spy.

Bugs

  • Bots may try to walk/shoot through unmovable objects such as walls.
  • Whenever a player/bot cloaks/decloaks or disguises/undisguises, the bots will 'see' players who are behind them and turn around, even if out of the bot's field of view. Note that this isn't due to any sounds made by the player (footsteps, miscellaneous weapon noises, etc.).
  • Though rarely, bots may stand inside one another during usage of an Engineer's Teleporter, and get stuck (can't move).
  • When bots use voice commands (such as "Spy!" and "Move Up!"), text versions of the voice commands do not display.
  • A Medic bot who is healing a player will not avoid enemy fire or collect health pickups, even if he is at critically low health.
  • Bots are able to move while taunting, making the Holiday Punch ineffective.
  • Recently attacked Medic bots will often fail to use their Syringe Gun to deal with enemies at non-melee range, instead switching to their Bonesaw, or even to their Medi Gun on extremely rare occasions.
  • Medic bots will fail to lead their aim or to compensate for gravity while firing the Syringe Gun. This may be due to the Syringe Gun not being properly identified as a non-hitscan weapon in the bot AI code.
  • Spy bots are able to see and follow cloaked Spies (AI or player) should one give himself away, regardless of difficulty level.
  • Even if a Spy is disguised as a class of his team (player only, as bots will never do this), enemies will still point him out as a Spy should he bump into an enemy.
  • Bots abide by Auto-balance rules. To be able to spawn bots on a specific team, you must set mp_teams_unbalance_limit to 0.
  • Engineer bots may ignore their buildings until they're destroyed.
  • Heavy bots will sometimes try to fire their Minigun even when out of ammo. (Although it seems to occur abundantly when the bot difficulty is set below Advanced)
  • Medic bots on the losing team will occasionally commit suicide during Humiliation when there are no enemies nearby. Players are unable to do the same, even using commands.
  • Setting the loadout menu's preview to BLU will cause RED bots to appear BLU.
  • Currently, bots do not work on the following types of game modes or maps, even with a generated navigation mesh. (Spies and Snipers may work, though.)
  • Bots that have their Melee weapons out will occasionally not switch to their other weapons, even if they pick up ammo.
    • This can be fixed by either killing them or just randomly.
  • After the Jungle Inferno Update, bots spawned with specific parameters (example:tf_bot_add 5 pyro blue normal) will die in their spawnrooms. This can be prevented with the command: tf_bot_reevaluate_class_in_spawnroom 0, which requires setting sv_cheats to 1.

AI bot names

The AI bots are programmed to have different names, with many of their names being references to Team Fortress 2, Valve's other works, and computer programming. Many of these names have been requested on the Steam forums.

Unused bot names

The following bot names were found in a leaked source code version of TF2, containing bot names that were never put into production for unknown reasons.

  • John Spartan
  • Leeloo Dallas Multipass
  • Sho'nuff
  • Bruce Leroy
  • CAN YOUUUUUUUUU DIG IT?!?!?!?!
  • Big Gulp, Huh?
  • Stupid Hot Dog
  • I'm your huckleberry
  • The Crocketeer


AI bots names can also be customized by a player by typing in, for example, tf_bot_add heavyweapons blue "Blu Hoovy"; this example would put a BLU Heavy on the BLU team with the name "Blu Hoovy".

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. To spawn puppet bots, sv_cheats has to be set to 1.

Puppet bot commands

Not all of the following commands work; some working commands are also omitted.

These commands may or may not work for AI bots as well.

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.
Syntax
bot [<teamname/number>] [<classname>] [<name>] [<number>]
Parameters
<number>
Amount of bots to add.
<teamname/number>
Specifies the team name or number to assign the bot. Where name/number can be RED or 1, BLU or 0
<classname>
The classname of the class can be Demoman, Engineer, Heavy, Medic, Pyro, Scout, Soldier, Sniper, or Spy
<teleport>
Teleports the spawned bot to where your cursor is aiming.
<targetdummy>
Prevents the spawned bot from losing health.
<name>
name 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
bot -team red -class Engineer -name joe
bot_changeclass Force all bots to change to the specified class.
Syntax
bot_changeclass <name> <classname>
Parameters
<name>
Name of the target bot.
<classname>
The classname of the class the bot will switch to. Default is "" (aka blank).
Example
bot_changeclass bot01 Soldier
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.
Syntax
bot_command <name/all> <console command>
Parameters
<name/all>
Name or id of the bot to send the command to. Setting this to 'all' will send the command to all the bots.
<console command>
Can be any of the ones listed in console commands, as well as some of the cheats.
Example 1
bot_command bot01 "voicemenu 0 0"
Example 2
bot_command bot01 "taunt"
The slot commands (slot1, slot2, etc.) do not work with bot_command, however with bot_forcefireweapon, all bots in that class can be made to switch to a weapon and start firing, then made to stop. Only the entire group of bots in that class can be made to do so, however.
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 bots can be moved to certain areas and left there.
Syntax
bot_dontmove <integer>
Parameters
<integer>
Bots will be allowed to move when set to 1. Default is 0 (disabled).
Example
bot_dontmove 1
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_mimic is active (set to 1).

Syntax
bot_forceattack <integer>
Parameters
<integer>
When set to 1, all bots fire their guns. Default is 0 (disabled).
Example
bot_forceattack 1
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.
Syntax
bot_forceattack2 <integer>
Parameters
<integer>
Bot will use its weapon's secondary_fire when set to 1, primary_fire when set to 0
Example
bot_forceattack2 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 Stickybomb Launcher). If this is set to 1 then the bot will act as if it is holding down the fire button (useful for the Minigun).
Syntax
bot_forceattack_down <0/1>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
bot_forceattack_down 1
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)

Syntax
bot_forcefireweapon <weapon filename>
filename is usually tf_weapon_ <weapon name>.
Examples
bot_forcefireweapon tf_weapon_fists makes all Heavy bots switch to and repeatedly attack with their Fists, and all other bots stop attacking.
bot_forcefireweapon tf_weapon_shotgun_pyro makes all Pyro bots switch to and repeatedly fire their Shotguns, and all other bots stop attacking.
To make all bots stop attacking, simply specify a non-existent weapon filename. Anything without tf_weapon in it isn't a TF2 weapon, so the bots won't shoot it, for example bot_forcefireweapon ,,.
bot_jump Force all bots to repeatedly jump.
Syntax
bot_jump <integer>
Parameters
<integer>
All bots will repeatedly jump when set to 1. Default is 0 (disabled).
Example
bot_jump 1
bot_crouch Force all bots to hold crouch.
Syntax
bot_crouch <integer>
Parameters
<integer>
All bots will hold crouch when set to 1. Default is 0 (disabled).
Example
bot_crouch 1
bot_kick Remove a bot by name, or an entire team, or all bots.
Syntax
bot_kick <name/team>
Makes the specified bot commit suicide.
Example
bot_kick bot01 will kick the bot named "bot01" if it exists.
bot_kick red will kick all the bots on the red team.
bot_kick blue will kick all the bots on the blu team.
bot_kick all will kick all the bots in the server.
bot_kill Kills a bot.
Syntax
bot_kill <name>
Parameters
<name>
Makes the specified bot commit suicide.
Example
bot_kill bot01
bot_mirror Specified bots mirror the player's loadout (class, cosmetics, and weapons). There are a few bugs; for example, if a Demoman player has the Booties and any shield equipped, a mirrored bot will still use the Grenade Launcher and Stickybomb Launcher despite showing the Booties and shield on his model. After a mirrored bot dies, it will not retain the previous loadout, and bot_mirror must be used again.
Syntax
bot_mirror <name>
Where name is the name of the bot to mirror.
Example
bot_mirror bot01
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. It should be noted that bots will not mimic Medic calls, weapon switches, or taunts.

Note this overrides bot_forceattack but does not override bot_dontmove.

Syntax
bot_mimic <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
bot_mimic 1
bot_mimic_inverse

Inverts the movement of the bots; moving left makes the bots move right, moving forwards makes the bots move backwards, etc.

The direction which the bot is looking is not affected.

Syntax
bot_mimic_inverse <integer>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
bot_mimic_inverse 1
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.

Syntax
bot_mimic_yaw_offset <0-360>
Set the direction by specifying angle in degrees
Example
bot_mimic_yaw_offset 180
bot_randomnames
Syntax
bot_randomnames <0>
Parameters
<integer>
Either 1 or 0. Default is 0 (disabled).
Example
bot_randomnames 1
bot_refill Refills all bots' ammo (including metal for Engineers) and health counts.
Syntax
bot_refill
bot_saveme This makes all the bots call for a Medic, equivalent to issuing bot_command <name> "voicemenu 0 0" to every bot.
Syntax
bot_saveme <integer>
Parameters
<integer>
All the bots will call for a Medic when set to 1. Default is 0 (disabled).
bot_selectweaponslot Forces a bot to switch to the specified weapon slot. To specify which bot switches weapons, use cc_bot_selectweapon instead.
Syntax
bot_selectweaponslot <n>
Parameters
<n>
Set n to weapon slot that bots should switch to.
0 = primary; 1 = secondary; 2 = melee; 3 = special
Example
bot_selectweaponslot 2
bot_teleport Teleports a specified bot to a given coordinate.

Map coordinates of where you are standing can be found by typing Status in the console.

Syntax
bot_teleport <name> <X> <Y> <Z> <Pitch> <Yaw> <Roll>
Where name is the name of the bot or id to teleport.
Parameters
<name>
Name of the bot to teleport.
<X> <Y> <Z>
Coordinates of the map the bot will be teleported to.
<Pitch> <Yaw> <Roll>
The direction the bot should face.
Example
bot_teleport bot01 -4815 1385 -447 0 0 0
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. It is worth noting that you can only use bot_whack to kill a teammate if mp_friendlyfire is set to 1, otherwise attempting to whack a teammate will not do anything.
Syntax
bot_whack <name>
Parameters
<name>
Name of the bot to "whack".
Example
bot_whack bot01
cc_bot_selectweapon Forces a bot to switch to the specified weapon slot.
Syntax
cc_bot_selectweapon <name> <n>
Parameters
<n>
Set n to weapon slot that bots should switch to.
0 = primary; 1 = secondary; 2 = melee; 3 = special
<name>
Name of the bot that will switch weapon slot.
Example
cc_bot_selectweapon bot12 2
bot_hurt Hurt a bot by team, or all bots ("all").
Syntax
bot_hurt [<name>] [<team>] [<damage>]
Parameters
<name>
Name of the bot to hurt.
<team>
Specifies the team name of the bot to hurt. Can be RED, BLU or all.
<damage>
Specifies the amount of damage the bot will receive. If a negative number is set, it will heal (and overheal) the bot instead.
<burn>
Set the bot on fire. However, the bot will not receive any afterburn damage.
Example
bot_hurt -name joe -team red -damage 150

Notes

  • MvM Bots can also be controlled with nb_ (e.g. nb_select and nb_warp_selected_here to teleport bots to a specific location). This doesn't apply to TF Bots.

References