Difference between revisions of "Bots/ja"

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(Added translation/翻訳途中)
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::ボットの名前を指定できます。
 
::ボットの名前を指定できます。
  
;例: <kbd>tf_bot_add 3 heavyweapons red easy</kbd> で、EasyレベルのREDヘビーを3体追加できます。
+
;例: <kbd>tf_bot_add 3 heavyweapons red easy</kbd> を入力すれば、EasyレベルのREDヘビーを3体追加できます。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_difficulty</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_difficulty</code>'''</big>}}
 
|ゲームに追加するボットの難易度をあらかじめ決められます。
 
|ゲームに追加するボットの難易度をあらかじめ決められます。
  
;Syntax: <code>tf_bot_difficulty <''level''></code>
+
;構文: <code>tf_bot_difficulty <''level''></code>
  
;Parameters:
+
;変数:
 
:<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).
+
::ボットの難易度を指定できます。それぞれ0で初級、1で中級、2で上級、3でエキスパートを選べます。デフォルトだと1です。
  
;Example: <kbd>tf_bot_difficulty 2</kbd> will set all bots created after this command to "Hard" difficulty.
+
;: <kbd>tf_bot_difficulty 2</kbd> を入力すれば、以降追加されるボットの難易度は上級になります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_fire_weapon_allowed</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_fire_weapon_allowed</code>'''</big>}}
|Determines whether bots should fire weapons. If disabled, bots can still use certain non-damaging weapons such as the [[Medi Gun]]. As one exception, though, [[Medic]] bots will still fire their [[Syringe Gun]]. Additionally, [[Demoman]] bots will still be able to detonate existing stickies, but will not place any more.
+
| ボットが武器を使用するかどうか指定できます。武器の使用を無効にした場合、ボットは{{item link|Medi Gun}}などの敵にダメージを与えない武器しか使えなくなります。例外として[[medic/ja|メディック]]は{{item link|Syringe Gun}}を使うことができます。[[Demoman/ja|デモマン]]は、既に設置していた粘着爆弾を爆破させることはできますが、追加で爆弾を設置することはできません。
  
;Syntax: <code>tf_bot_fire_weapon_allowed <''integer''></code>
+
;構文: <code>tf_bot_fire_weapon_allowed <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 1 (enabled).
+
::1か0で指定します。デフォルトは1(武器の使用有効)です。
  
;Example: <kbd>tf_bot_fire_weapon_allowed 0</kbd> will result in bots not using their weapons, with a few exceptions.
+
;: <kbd>tf_bot_fire_weapon_allowed 0</kbd> を入力すれば、例外を除きボットは武器を使用しなくなります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_force_class</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_force_class</code>'''</big>}}
|If set to a class name, all TFBots will respawn as that class.
+
|クラス名を指定すれば、現存のボット全員が指定したクラスに置き換わります。
  
;Syntax: <code>tf_bot_force_class <''class''></code>
+
;構文: <code>tf_bot_force_class <''class''></code>
  
;Parameters:
+
;変数:
 
:<code><''class''></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).
+
::ボットのクラスを指定できます。クラス名を入力する場合は''[[Demoman/ja|Demoman]]''''[[Engineer/ja|Engineer]]''''[[Heavy/ja|Heavy]]Weapons''''[[Medic/ja|Medic]]''''[[Pyro/ja|Pyro]]''''[[Scout/ja|Scout]]''''[[Soldier/ja|Soldier]]''''[[Sniper/ja|Sniper]]''''[[Spy/ja|Spy]]''という表記を使います。デフォルトは"" (空白)です。
  
;Example: <code>tf_bot_force_class medic</code> will make all TFBots respawn as Medic.
+
;: <code>tf_bot_force_class medic</code> を入力すれば、全てのボットがメディックに置き換わります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_force_jump</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_force_jump</code>'''</big>}}
|If enabled, forces bots to repeatedly jump over and over.
+
|ボットにジャンプし続けるように指示できます。
  
;Syntax: <code>tf_bot_force_jump <''integer''></code>
+
;構文: <code>tf_bot_force_jump <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 0 (disabled).
+
::1か0で指定します。デフォルトは0(無効)です。
  
;Example: <kbd>tf_bot_force_jump 1</var> will force AI bots to repeatedly jump.
+
;: <kbd>tf_bot_force_jump 1</var> を入力すれば、ボットがジャンプし続けます。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_join_after_player</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_join_after_player</code>'''</big>}}
|If nonzero, bots wait until a player joins before entering the game. This only applies to quota spawned bots.
+
|有効にした場合、ボットはプレイヤーが参加するまで待ちます。
  
;Syntax: <code>tf_bot_join_after_player <''integer''></code>
+
;構文: <code>tf_bot_join_after_player <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 1 (enabled).
+
::1か0で指定します。デフォルトは1(有効)です。
  
;Example: <kbd>tf_bot_join_after_player 0</kbd> will make TFBots join the game when added even if no players are on a team.
+
;: <kbd>tf_bot_join_after_player 0</kbd> を入力すれば、チームにプレイヤーが居なくてもボットはゲームに参加するようになります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_keep_class_after_death</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_keep_class_after_death</code>'''</big>}}
|If zero, bots will always respawn as a different class.
+
|0の場合、ボットは常にクラスを変えてリスポーンします。
  
;Syntax: <code>tf_bot_keep_class_after_death <''integer''></code>
+
;構文: <code>tf_bot_keep_class_after_death <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 0 (disabled).
+
::1か0で指定します。デフォルトは0(無効)です。
  
;Example: <kbd>tf_bot_keep_class_after_death 1</kbd> will prevent TFBots from changing class.
+
;: <kbd>tf_bot_keep_class_after_death 1</kbd> を入力すれば、ボットはクラスを変更しません。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_kick</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_kick</code>'''</big>}}
|
+
|ボットを1人、もしくは全員削除します。
This command will remove one or all AI bots.
 
  
;Syntax: <code>tf_bot_kick <''name/all''></code>
+
;構文: <code>tf_bot_kick <''name/all''></code>
  
;Parameters:
+
;変数:
 
:<code><''name/all''></code>
 
:<code><''name/all''></code>
::Specifies the name of bot to remove or all.
+
::削除したいボットの名前もしくは全員かを指定できます。
  
;Example: <kbd>tf_bot_kick CEDA</kbd> will kick the TFBot named "CEDA" if one exists. Like <kbd>tf_bot_kill</kbd>, quotation marks will be needed to kick bots with names that consist of 2 or more words, such as <kbd>tf_bot_kick "Black Mesa"</kbd> to kick the TFBot named "Black Mesa".
+
;: <kbd>tf_bot_kick CEDA</kbd> を入力すれば、「CEDA」という名前のボットを消すことができます。<kbd>tf_bot_kill</kbd> のコマンドと同様、「Black Mesa」などの2単語で構成される名前を入力する際は<kbd>tf_bot_kick "Black Mesa"</kbd> という風に引用符(””)で囲む必要があります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_kill</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_kill</code>'''</big>}}
|
+
|ボットを1人、もしくは全員殺します。
This command will kill one or all AI bots.
 
  
;Syntax: <code>tf_bot_kill <''name/all''></code>
+
;構文: <code>tf_bot_kill <''name/all''></code>
  
;Parameters:
+
;変数:
 
:<code><''name/all''></code>
 
:<code><''name/all''></code>
::Specifies the name of bot to kill or all.
+
::殺したいボットの名前もしくは全員かを指定できます。
  
;Example: <kbd>tf_bot_kill CEDA</kbd> 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 <kbd>tf_bot_kill "Black Mesa"</kbd> to kill the TFBot named "Black Mesa".
+
;: <kbd>tf_bot_kill CEDA</kbd> <kbd>tf_bot_kill CEDA</kbd> を入力すれば、「CEDA」という名前のボットを殺すことができます。<kbd>tf_bot_kick</kbd> のコマンドと同様、「Black Mesa」などの2単語で構成される名前を入力する際は<kbd>tf_bot_kill "Black Mesa"</kbd> という風に引用符(””)で囲む必要があります。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_melee_only</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_melee_only</code>'''</big>}}
|Determines whether a bot should only use melee weapons or not.
+
|ボットが近接武器のみを使うかどうか指定できます。
  
;Syntax: <code>tf_bot_melee_only <''integer''></code>
+
;構文: <code>tf_bot_melee_only <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 0 (disabled).
+
::1か0で指定します。デフォルトは0(無効)です。
  
;Example: <kbd>tf_bot_melee_only 1</kbd> will have bots using only melee weapons.
+
;: <kbd>tf_bot_melee_only 1</kbd> を入力すれば、近接武器のみを使用するボットを生成できます。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_prefix_name_with_difficulty</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_prefix_name_with_difficulty</code>'''</big>}}
|If nonzero, append the skill level of the bot to the bot's name
+
|0以外の場合、名前の前にそれぞれの難易度表記が付いたボットを生成できます。
  
;Syntax: <code>tf_bot_prefix_name_with_difficulty <''integer''></code>
+
;構文: <code>tf_bot_prefix_name_with_difficulty <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Either 1 or 0. Default is 0 (disabled).
+
::1か0で指定します。デフォルトは0(無効)です。
  
;Example: <kbd>tf_bot_prefix_name_with_difficulty 1</kbd> will cause added bots to have names like "Normal Aimbot" and "Expert Saxton Hale".
+
;: <kbd>tf_bot_prefix_name_with_difficulty 1</kbd> を入力すれば、"Normal Aimbot" "Expert Saxton Hale" といった風にボットの名雨に前に難易度表記を付けられます。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_quota</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_quota</code>'''</big>}}
|Determines the total number of TFBots in the game. Only has effect if <var>tf_bot_quota_mode</var> = "<code>fill</code>" or "<code>match</code>".
+
| ボットの上限数を指定できます。<var>tf_bot_quota_mode</var> "<code>fill</code>" もしくは "<code>match</code>" の場合のみ設定できます。
  
;Syntax: <code>tf_bot_quota <''integer''></code>
+
;構文: <code>tf_bot_quota <''integer''></code>
  
;Parameters:
+
;変数:
 
:<code><''integer''></code>
 
:<code><''integer''></code>
::Whole number between 0 and how many players the server can hold. Default is 0.
+
::0~サーバー内プレイヤー上限数の間の数値で指定します。デフォルトは0です。
  
;Example: <kbd>tf_bot_quota 2</kbd>, if <var>tf_bot_quota_mode</var> = <code>match</code>, will add two bots to the server for every one human.
+
;: <kbd>tf_bot_quota 2</kbd> と、<var>tf_bot_quota_mode</var> <code>match</code> と指定した場合、プレイヤー1人につき2体のボットが追加されます。
 
|-
 
|-
 
|{{nw|<big>'''<code>tf_bot_quota_mode</code>'''</big>}}
 
|{{nw|<big>'''<code>tf_bot_quota_mode</code>'''</big>}}

Revision as of 07:09, 29 October 2021

Dustbowl Training にいるソルジャーのボット
この記事はTeam Fortress 2上でにコンピュータ側で操作するボットについて記載しています。
人間のチームメイトは時にお前を責める。じゃあこの不愛想なカラクリ人形共はどうだ?そうだ、奴らだって物は見える。しかし口を利くことは一切ない。お前がいかにポンコツ野郎だったか、奴らは死ぬまで誰にも明かすことは無いのだ!
ソルジャー

Bot もしくはBOT(ボット)は、サーバー上でコンピューターに操作されているプレイヤーの事です。Team Fortress 2には2種類のボット、AI(人工知能)ボットとパペット(人形)ボットです。AIボットは高度な人工知能によってゲーム内でプレイヤーを真似るように作られたもので、チートをオンにしなくても使用可能です。パペットボットはAIコードがありませんが、テストと練習には大変便利です。パペットボットは出現させるのにサーバーのチートをオンにする必要があり、 実績の達成に用いることは出来ません。

AI ボット

AIボットは人間のプレイヤーの動きを再現するように設計されており、 直接操作をすることは出来ません。 さらに、クラスはランダムで選ばれます。 このボットのAIコードは "Left 4 Dead" シリーズのプレイヤーボットと感染者の洗練されたAIコードをベースに作られました。[1] AIボットはサーバーのチートをオンにする必要がありません。 従って、一部例外を除いて実績の達成に用いることが出来ます。 例えばボットは殺された際にキルカメラを見ることが出来ないため、プレイヤーはキルカメラに関する実績を達成する事が出来ません。また、ストレンジクオリティの武器でボットをキルした際、その武器に Strange Part を装着していない限り、キル数にはカウントされません。Strange Part を装着してキルした場合は、武器のメインのカウンターではなく Strange Part にカウントされます。

AIボットには、「イージー」から「エキスパート」まで4種類のスキルが存在します。Steam のコミュニティガイドにて、Sigsegv氏が各スキルの違いや詳細について解説(英語)してくれています。

プレイヤーは以下の通り、AIボットを間接的に操作することができます。

  • セットアップタイム時にプレイヤーが照準で焦点をあわせた味方、 または敵のボットは挑発を行います。
  • メディックボットは "メディック!" のボイスコマンドを使用したプレイヤーを回復します。
  • メディックボットが自分を回復していて、かつチャージゲージが満タンの時に "ゴー!ゴー!ゴー!" または "チャージを頼む!" のボイスコマンドを使用するとメディックボットはすぐにユーバーチャージを展開します。
  • メディックボットのチャージゲージが満タンの時に、メディックボット自身もしくはその回復対象が大ダメージを受けた際はすぐにユーバーゲージを展開します。
  • ボットの近くで High Five!コンガなどの挑発を実行するとボットはそれに参加します。

ボットは "スパイだ!" と "前進!" のボイスコマンドを使用します、しかしこれらのボイスコマンドのテキストは表示されません。


パスファインディング

公式がボットの動きをサポートしているマップ

マップ ゲームモード ファイル名
Dustbowl 攻撃/防御 cp_dustbowl
Gorge 攻撃/防御 cp_gorge
Gorge Event 攻撃/防御 cp_gorge_event
Mann Manor 攻撃/防御 cp_manor_event
Mercenary Park 攻撃/防御 cp_mercenarypark
Mossrock 攻撃/防御 cp_mossrock
Badlands (CP) コントロールポイント cp_badlands
Foundry (CP) コントロールポイント cp_foundry
Granary (CP) コントロールポイント cp_granary
Gullywash コントロールポイント cp_gullywash_final1
Metalworks コントロールポイント cp_metalworks
Process コントロールポイント cp_process_final
Snakewater コントロールポイント cp_snakewater_final1
Sunshine コントロールポイント cp_sunshine
Vanguard コントロールポイント cp_vanguard
Turbine 旗取り ctf_turbine
Badlands (KOTH) キングオブザヒル koth_badlands
Brazil キングオブザヒル koth_brazil
Eyeaduct キングオブザヒル koth_viaduct_event
Ghost Fort キングオブザヒル koth_lakeside_event
Kong King キングオブザヒル koth_king
Lakeside キングオブザヒル koth_lakeside_final
Laughter キングオブザヒル koth_slaughter_event
Lazarus キングオブザヒル koth_lazarus
Moldergrove キングオブザヒル koth_undergrove_event
Moonshine Event キングオブザヒル koth_moonshine_event
Nucleus (KOTH) キングオブザヒル koth_nucleus
Probed キングオブザヒル koth_probed
Sawmill (KOTH) キングオブザヒル koth_sawmill
Slasher キングオブザヒル koth_slasher
Viaduct キングオブザヒル koth_viaduct
Badwater Basin ペイロード pl_badwater
Barnblitz ペイロード pl_barnblitz
Bloodwater ペイロード pl_bloodwater
Brimstone ペイロード pl_fifthcurve_event
Enclosure ペイロード pl_enclosure_final
Gold Rush ペイロード pl_goldrush
Gravestone ペイロード pl_rumble_event
Hoodoo ペイロード pl_hoodoo_final
Precipice[OfficialSupport 1] ペイロード pl_precipice_event_final
Swiftwater ペイロード pl_swiftwater_final1
Thunder Mountain ペイロード pl_thundermountain
Upward ペイロード pl_upward
Pier ペイロード pl_pier
Wutville[OfficialSupport 1] ペイロード pl_wutville_event
  1. a b Precipice と Wutville にて、BLUボットがとあるスポーン地点を離れる際に動けなくなってしまいます。なのでBLUチームがほとんどもしくは全く死なず、スポーン地点の付近にカートがある場合のみBLUチームが勝利できるようになっています。

サポートされていないマップでボットを使用する方法

  1. コンソールに "sv_cheats 1" と入力する
  2. コンソールに "nav_generate" と入力する
  3. ゲームのAIパスが自動生成されるのを待つ
  4. Mマップが再ロードされる (ナビゲーションファイルは保存されるため、前のステップを繰り返す必要はありません)
  5. コンソールを開き、 ""tf_bot_add <数値>"" のように入力してボットを追加する

注)既にボットが居る状態でナビゲーションメッシュをいじると、ゲームが落ちる可能性があります。

上記の手順を1度行ったマップなら、ボット追加コマンド"tf_bot_add <number>" 以外の手順を繰り返す必要はありません。

自動生成されたメッシュは、コントロールポイント、キングオブザヒル、ペイロードおよび旗取りのゲームモードにてその効果を発揮します。 Mannpower マップの場合、ボットは旗取りモードとして動きます。しかしボットは Grappling Hook を使わず、パワーアップを取得しても効果的に使う事が出来ません。

公式がボットの動きをサポートしていないマップ

AIボットコマンド

より詳細なコマンドの情報については、こちらをご覧ください。

サポートされているマップでは、サーバー管理者がコンソールに以下のコマンドを入力することでAIボットを使用できます。[2]

コマンド 解説
tf_bot_add このコマンドを使うと、ランダムに選ばれたクラスが任意のチームに参加します。ボットの名前もランダムに選ばれます。
構文
tf_bot_add [<count>] [<class>] [<team>] [<difficulty>] [<name>]
変数
<count>
追加したいボットの数を指定できます。何も入力しなかった場合は1体スポーンします。
サーバーの最大人数を超えてしまう数値を入力した場合、エラーメッセージが表示されて失敗します。
mp_teams_unbalance_limitの値が低すぎる場合、片方のチームだけにボットを複数作成しようとしても自動でオートバランスが行われます。
<class>
ボットのクラスを指定できます。クラス名を入力する場合はDemomanEngineerHeavyWeaponsMedicPyroScoutSoldierSniperSpyという表記を使います。
<team>
ボットを追加するチームを指定できます。チーム名を入力する場合はredおよびblueという表記を使います。
<difficulty>
ボットのレベル(難易度)を指定できます。指定する場合はeasynormalhardexpertという表記を使います。
<name>
ボットの名前を指定できます。
tf_bot_add 3 heavyweapons red easy を入力すれば、EasyレベルのREDヘビーを3体追加できます。
tf_bot_difficulty ゲームに追加するボットの難易度をあらかじめ決められます。
構文
tf_bot_difficulty <level>
変数
<level>
ボットの難易度を指定できます。それぞれ0で初級、1で中級、2で上級、3でエキスパートを選べます。デフォルトだと1です。
tf_bot_difficulty 2 を入力すれば、以降追加されるボットの難易度は上級になります。
tf_bot_fire_weapon_allowed ボットが武器を使用するかどうか指定できます。武器の使用を無効にした場合、ボットはメディガンなどの敵にダメージを与えない武器しか使えなくなります。例外としてメディック注射銃を使うことができます。デモマンは、既に設置していた粘着爆弾を爆破させることはできますが、追加で爆弾を設置することはできません。
構文
tf_bot_fire_weapon_allowed <integer>
変数
<integer>
1か0で指定します。デフォルトは1(武器の使用有効)です。
tf_bot_fire_weapon_allowed 0 を入力すれば、例外を除きボットは武器を使用しなくなります。
tf_bot_force_class クラス名を指定すれば、現存のボット全員が指定したクラスに置き換わります。
構文
tf_bot_force_class <class>
変数
<class>
ボットのクラスを指定できます。クラス名を入力する場合はDemomanEngineerHeavyWeaponsMedicPyroScoutSoldierSniperSpyという表記を使います。デフォルトは"" (空白)です。
tf_bot_force_class medic を入力すれば、全てのボットがメディックに置き換わります。
tf_bot_force_jump ボットにジャンプし続けるように指示できます。
構文
tf_bot_force_jump <integer>
変数
<integer>
1か0で指定します。デフォルトは0(無効)です。
tf_bot_force_jump 1 を入力すれば、ボットがジャンプし続けます。
tf_bot_join_after_player 有効にした場合、ボットはプレイヤーが参加するまで待ちます。
構文
tf_bot_join_after_player <integer>
変数
<integer>
1か0で指定します。デフォルトは1(有効)です。
tf_bot_join_after_player 0 を入力すれば、チームにプレイヤーが居なくてもボットはゲームに参加するようになります。
tf_bot_keep_class_after_death 0の場合、ボットは常にクラスを変えてリスポーンします。
構文
tf_bot_keep_class_after_death <integer>
変数
<integer>
1か0で指定します。デフォルトは0(無効)です。
tf_bot_keep_class_after_death 1 を入力すれば、ボットはクラスを変更しません。
tf_bot_kick ボットを1人、もしくは全員削除します。
構文
tf_bot_kick <name/all>
変数
<name/all>
削除したいボットの名前もしくは全員かを指定できます。
tf_bot_kick CEDA を入力すれば、「CEDA」という名前のボットを消すことができます。tf_bot_kill のコマンドと同様、「Black Mesa」などの2単語で構成される名前を入力する際はtf_bot_kick "Black Mesa" という風に引用符(””)で囲む必要があります。
tf_bot_kill ボットを1人、もしくは全員殺します。
構文
tf_bot_kill <name/all>
変数
<name/all>
殺したいボットの名前もしくは全員かを指定できます。
tf_bot_kill CEDA tf_bot_kill CEDA を入力すれば、「CEDA」という名前のボットを殺すことができます。tf_bot_kick のコマンドと同様、「Black Mesa」などの2単語で構成される名前を入力する際はtf_bot_kill "Black Mesa" という風に引用符(””)で囲む必要があります。
tf_bot_melee_only ボットが近接武器のみを使うかどうか指定できます。
構文
tf_bot_melee_only <integer>
変数
<integer>
1か0で指定します。デフォルトは0(無効)です。
tf_bot_melee_only 1 を入力すれば、近接武器のみを使用するボットを生成できます。
tf_bot_prefix_name_with_difficulty 0以外の場合、名前の前にそれぞれの難易度表記が付いたボットを生成できます。
構文
tf_bot_prefix_name_with_difficulty <integer>
変数
<integer>
1か0で指定します。デフォルトは0(無効)です。
tf_bot_prefix_name_with_difficulty 1 を入力すれば、"Normal Aimbot" や "Expert Saxton Hale" といった風にボットの名雨に前に難易度表記を付けられます。
tf_bot_quota ボットの上限数を指定できます。tf_bot_quota_mode が "fill" もしくは "match" の場合のみ設定できます。
構文
tf_bot_quota <integer>
変数
<integer>
0~サーバー内プレイヤー上限数の間の数値で指定します。デフォルトは0です。
tf_bot_quota 2 と、tf_bot_quota_modematch と指定した場合、プレイヤー1人につき2体のボットが追加されます。
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[要出典]. 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).[要出典]

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

バグ

  • 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ボット名

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.

未使用の名前

これらの名前はリークされたソースコード版のTF2から見つかったもので、何らかの理由でゲームに導入されなかったものを含みます。

  • 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".

Third-Party Bots

As of now, there is only one other bot that is still being developed for TF2: RCBot2. The bot was created and is being maintained by Cheeseh, and the website can be found here.

Players can also try [APG] Foundation's builds which are updated and enhanced to work on those TF2 latest updates that would corrupt the bots. However, it will take some work and finding the new Hookinfo for the bots to function. Be sure to use Hookinfo tool and adjust the config.ini offset values, using this Nightly version (Latest update is v1.3-APG since 23rd December 2020). Fortunately, NoSoop had removed some dependencies for the Hookinfo.ini for RCBot2 to load the offset values.

The bots run on a waypoint system and must be manually setup by a player instead of typing a command. RCBot2 are their own separate bot, so they can be used alongside the regular TFBots if one so chooses.

RCBot2 Features

  • Soldier bots can rocket jump and Demoman bots can sticky jump (provided that the map has waypoints for them).
  • Engineer bots now work properly on CTF and other maps.
  • Bots can use custom loadouts such as The Huntsman and Bonk! Atomic Punch.
  • Bots can "spycheck". If a Spy is disguised as one of the bots, and the bot who they are disguised as sees them, the bot will attack on sight.
  • Bots can use voice commands properly. Text will appear in the chat, unlike TFBots.
  • Bots can be on the defending team in Mann VS Machine, but are unable to purchase upgrades.
  • If playing on a CP map, the bots will "mess around" until the round starts. They will randomly hit players with their Melee weapon and spam voice commands, similar to many human players.
  • Engineers can move their buildings after a set amount of time.
  • Bots have profiles that can customize certain aspects of the bot, such as aiming skill, courage, etc.
  • Engineer bots can help out friendly Engineers by upgrading friendly Sentry Guns (if they are finished upgrading their own first) and removing any Sappers on them.
  • If bots are targeted by a sentry and escape, they will use the voice command "Sentry Ahead" similar to human players.
  • Engineer bots will upgrade their Teleporter and put them where Teleporter waypoints are.
  • Enemy Medics will sometimes heal disguised enemy Spies.
  • If a Spy bot is approaching an enemy, and said enemy turns around, the Spy bot will move away until the enemy turns back.
  • Scouts can double jump, but require waypoints for them similar to Soldiers and Demomen.
  • Scouts can intelligently use the Bonk! Atomic Punch, retreating, using the drink, and pushing forward.
  • Medics will now heal any class if their health is low, although Heavies and Soldiers are still prioritized.
  • Bots will no longer instantly attack a Spy who has backstabbed another player. The bot must have seen the Spy in its line of sight or see the Spy being attacked.
  • Bots will use the voice command, "Thanks!" after being healed by an Engineer's Dispenser or by a Medic.
  • Bots will periodically check for Spies by turning around.
  • RCBot2 have a "Belief" system, that dictates whether or not they think a player or bot is a Spy, and if they will either attack or stare at them to prevent a backstab.
  • RCBot2 can work better on complex maps like Mario Kart, plus Stock Halloween maps like plr_hightower_event, sd_doomsday_event as well as the original sd_doomsday map, whereas TFBots tend not to work.

RCBot2 Bugs

  • Due to the nature of the waypointing system, bot paths aren't as unpredictable as TFBots, and RCbot2 will often times end up running into another bot, leaving both of them stuck until either bot is killed.
    • Similarly, Spy bots may end up bumping into a player and not moving, due to how waypointing works. They can only navigate to the set point and are on a fixed track.
  • Engineer bots have a harder time placing down a Dispenser, and will do so of their own free will.
  • Demoman bots know if you are standing on one of their stickybomb traps, and will detonate them even if they can't see you.
  • Engineers might place their Sentry Gun facing the wrong direction.
  • If RCbot2 get knocked off to a location where there are no nearby waypoints, they will not move. The roof area of Nucleus is one example.
  • Bots will also say "Thanks!" when picking up a health kit.
  • Bots tend to lose move speed after swimming.
  • Bots can't predict the target's moves when shooting projectiles.
  • Medics don't stick close for long with their healing player patient, especially when UberCharged.
  • Spies don't perform aggressively or immediately use Sapper to destroy enemy Engineer Sentry Guns and Dispensers.
  • Some SourceMod plugins can conflict with RCBot2 smac_cvars.smx, but [APG]RoboCop[CL] has added the 'sm plugins unload <PLUGIN-NAME>' inside the config.ini to avoid those conflicting issues.

Be sure to report any bugs to RCBot Website or Bots-United Discord, as Team Fortress Wiki and Valve Corporation hold no responsibility nor are affiliated with RCBot2.

パペットボット

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, as seen here.

パペットボットコマンド

Not all of the following commands work; for clarity, the complete list of commands is included.

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 -team <teamname/number> -class <classname> -name <botname>
Parameters
-team teamname/number
Specifies the team name or number to assign the bot. Where name/number can be RED or 1, BLU or 0
-class classname
The classname of the class can be Demoman, Engineer, Heavy, Medic, Pyro, Scout, Soldier, Sniper, or Spy
-name botname
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
bot -team red -class Engineer -name joe
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.
Syntax
bot_command <botname> <console command>
botname is the name or id of the bot to send the command to.
console command can be any of the ones listed in Scripting#Console Commands.
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_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 bots can be moved to certain areas and left there.
Syntax
bot_dontmove <0/1>
Bot is allowed to move, or not.
Example
bot_dontmove 1
bot_flipout When on, this command will make the bots fire the current weapon selected. Default is to use primary_fire, but if bot_forceattack2 is set to 1 then secondary fire is used.
Syntax
bot_flipout <0/1>
On when set to 1. Off when set to 0.
Example
bot_flipout 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 <0/1>
Bot will not fire if set to 0 and fire repeatedly if set to 1.
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 <0/1>
Bot will use its weapon's secondary_fire when set to 1, primary_fire when set to 0
Example
bot_forceattack2 1
bot_forceattackon When firing, do not tap fire, hold it down. When this command is set to 0, the bot acts like it is continuously tapping the fire button (useful for the Pistol, but not for the Heavy's Minigun). If this command is set to 1, the bots acts as if it is holding down the fire button (useful for the Heavy's Minigun).
Syntax
bot_forceattackon <0/1>
On when set to 1. Off when set to 0.
Example
bot_forceattackon 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>
On when set to 1, off when set to 0
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 ,,
Bots' loadouts cannot be changed, therefore you cannot make them fire unlockable weapons.
bot_kill

Kills the specified bot.

Syntax
bot_kill <bot name>
Makes the specified bot commit suicide.
Example
bot_kill 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 <0/1>
On when set to 1, off when set to 0
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 <0/1>
On when set to 1, off when set to 0
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 <0/1>
On when set to 1, off when set to 0
Example
bot_randomnames 1
bot_refill Refills all bots' Ammo counts, including Metal for Engineers.

Syntax: bot_refill

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_saveme <0/1>

On when set to 1, off when set to 0
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.

Syntax
bot_selectweaponslot <n>
Set n to weapon slot that bots should switch to.
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 <botname> <X> <Y> <Z> <Pitch> <Yaw> <Roll>
Where botname is the bot name or id to teleport.
X Y Z are the map coordinates.
Pitch Yaw Roll is 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.
Syntax
bot_whack <botname>
Where botname is the name of bot to "whack".
Example
bot_whack bot109

アップデート履歴

2009年12月17日 パッチ (WAR! Update)
  • Added work-in-progress Bots for beta testing in KOTH maps.

2010年1月6日 パッチ

  • Various improvements to combat behaviors.
  • In KOTH mode, Bots are now:
    • More likely to roam around and hunt enemies if there is lots of time left.
    • Become more likely to push for the point as time runs down, or their teammates start to capture it.
  • Medic bots now:
    • Opportunistically "overheal" nearby friends when they can.
    • Prioritize healing of injured nearby friends more.
    • Don't focus on Heavies quite so exclusively.
    • Don't spam their Medi Gun continuously at round start.
    • Won't choose cover far below their heal target so much (koth_nucleus).
    • Fight back with their Syringe Gun appropriately.
  • General bot improvements:
    • They no longer stand still on the point when capturing or defending it.
    • They choose more varied routes now.
    • They choose better defensive spots around captured points.
    • They fall back to another weapon when they entirely run out of ammo.
    • They adjust their FOV when using zoomed in Sniper scope.
    • They treat in-range Sentry Guns as the most dangerous threat.
    • They fire their weapons is more realistic bursts.
    • Engineers use their Shotgun properly.
  • Added a "virtual mousepad" concept to rework how bots track enemy players.
    • They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on".
    • Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper bot is OP", and "I can't fight a Heavy bot as a Scout" issues.
  • Tuned Sniper spot finding algorithm to generate more diverse locations, partially .addressing the "Predictable Sniper camping spots" issue.
  • Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them.
  • Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer.
  • Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag.
  • Added more bot names as suggested by the TF community.

2010年4月28日 パッチ

  • Bots don't retreat to gather health as readily if they are in combat.
  • Bots no longer retreat when moving to block a point capture.
  • Bots should now equip an appropriate combat weapon and fight while moving to collect health.
  • Bots who are roaming the map and hunting now chase down their victims, following them around corners.
  • Bots that fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
  • Soldier bots now switch to their Shotgun after firing all four rockets when engaging an enemy.
  • Added a few more bot names from community suggestions.
  • Fixed a behavior loop with Engineer metal gathering.

2010年6月10日 パッチ (Mac Update)

  • Added Offline Practice mode, with support for KOTH maps and Dustbowl.
  • [非公開] Looking at a bot player for a few seconds now causes it to taunt.

2010年6月11日 パッチ

  • Fixed a case where servers could get stuck in an infinite loop while spawning bots.
  • Fixed a level change crash related to Bot navigation meshes.

2010年6月14日 パッチ

  • Fixed server crash related to bots and health kits.

2010年6月16日 パッチ

  • Medic bots now respond when nearby humans call for Medic.
  • If a Medic bot is healing you and has an ÜberCharge ready, using the voice commands "Go go go!" or "Activate Charge!" will force the Bot to activate the ÜberCharge.

2010年7月19日 パッチ

  • Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached.
  • Fixed Engineer bots infinite build-destroy behavior loop regression.
  • Fixed Medic bots losing their charge if they touch a resupply cabinet.
  • Fixed a crash due to having multiple types of bot systems running in-game simultaneously.
  • Fixed bot behavior issue resulting in bot pile-ups near level 3 Teleporter entrances.
  • Bots no longer consider sapped Sentry Guns a dangerous threat.
  • Bots will not try to navigate through enemy spawn rooms (unless they have won the round).
  • Engineer bots will avoid building Teleporters on steep slopes which could hinder teammate movement.
  • Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level.

2011年4月14日 パッチ (Hatless Update)

  • Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
  • TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
  • Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
  • Improved TFBot reactions to cloaked and/or disguised enemy Spies
  • Improved Demoman bot behaviors for planting sticky bomb traps
  • Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
  • Soldier bots switch to their Shotgun after emptying their Rocket Launcher at close/medium range
  • TFBots will no longer hide from sapped or carried sentryguns
  • Engineer bots are better at moving their Sentry Gun nest as the scenario changes
  • Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
  • Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
  • Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
  • Improved TFBot ability to find a safe vantage spot to attack enemy Sentry Guns
  • TFBots will no longer try to use a teleporter entrance they can't actually reach
  • Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon

2011年4月18日 パッチ

  • Fixed a server crash that could occur if TFBots were used across map changes

2011年5月5日 パッチ (Replay Update)

  • [非公開] Bots now properly target the Horseless Headless Horsemann as an enemy.

2011年7月22日 パッチ

  • [非公開] Bots now work on CTF maps.

2011年7月26日 パッチ

2011年8月23日 パッチ

  • Fixed crash with Demoman* bots trying to detonate stickybombs that had already been destroyed
  • Added tf_bot_kill console command (syntax identical to tf_bot_kick)
  • Bots obey melee only mode a bit better
  • Added func_nav_avoid to allow map creators control over where bots "like" to go
  • Fixed issue with Demoman bot reloading between each stickybomb he fired, causing him to be very slow at setting traps/destroying Sentry Guns
  • Bots never taunt if carrying the flag now
  • Aiming logic for Huntsman Sniper bots
  • Sniper bots prioritize enemy Snipers more aggressively, as well as enemy Engineers now
  • Improved Demoman bot Sentry Gun sticky bombing
  • Bots will no longer try to use health entities assigned to the enemy team
  • Added simplistic behaviors for Chargin' Targe, and various consumables (Bonk drink, Sandvich, etc)
  • Medic* bots stay a bit closer to their patient now
  • Sniper* bots go after very nearby enemies with their melee weapon now
  • Added func_tfbot_hint entity to allow map creators to tell Sniper bots good places to lurk
  • Sniper* bots opportunistically fire on viable targets they encounter while on the way to their desired lurking spot
  • Spy* bots are more aggressive about backstabbing an Engineer before sapping his nest now

備考

  • Bots can also be controlled with debug commands (e.g. nb_select and nb_warp_selected_here to teleport bots to a specific location), regardless of the bot type.

参照