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Det finns två typer av botar i TF2, AI-botar och marionettbotar. AI-botar är kodade med sofistikerad artificiell intelligens, designade för att efterlikna vanliga spelares rörelser. Vanlig användning av dessa botar stänger inte av framsteg. Marionettbotar har ingen AI kodning och är användbara för testning och träning. De kräver att servern har fusk på, som stänger av framsteg.


AI-botar tar mänskliga spelares plats och kan inte manuellt kontrolleras. Deras klasser är slumpvalt valda av spelet. AI-botar använder sofistikerad AI-kod, baserad på PlayerBot och Infected AI som finns i Left 4 Dead-serien. [1] För att använda AI-botar behöver servern inte ha fusk på; därför kan mänskliga spelare få framsteg genom att spela med dem.

AI-botar kan bli indirekt kontrollerade i viss utsträckning:

  • En bot på ditt lag, som du pekar på med ditt hårkort, under Förberedelsetiden, hånar automatiskt.
  • En Sjukvårdar-bot helar dig om du trycker på röstkommandot "Medic!".
  • Om en Medic bot helar dig och har en ÜberLaddning redo och du använder röstkommandot "Kom Igen, Kom Igen, Kom Igen!" eller, "Aktivera Laddning!" tvingar boten att använda sin ÜberLaddning.

Nuvarande AI-botstatus

AI-botar är i betatestfasen och kommer bli mer sofistikerade när de blir uppdaterade. För tillfället så har inte alla klasser bra AI; ett bra exempel av detta är Spionen. Spionbotar springer iväg från spelaren eller andra fiendebotar om man kommer dem nära samtidigt som man är vänd mot dem, och de använder aldrig sin Döljning. Botar kan bara vara Spioner i Highlander läget, eller genom att skriva "tf_bot_force_class Spy" i Developer's Console, eller genom att sätta klass-restriktioner med ett tredjepartprogram. AI Bots only work properly for most official King of the Hill maps, some Payload maps, Dustbowl, and Mann Manor (although bots can only be added by using the tf_bot_add command). The use of AI bots on non-supported maps is possible by following certain steps; however, they will not mimic human players as well.

Using Bots on Unsupported Maps

  1. Type "sv_cheats 1" in console
  2. Type "nav_generate" in console
  3. Wait while the game generates AI paths
  4. Map will reload (navigation has been saved and the previous step doesn't need to be repeated)
  5. Open console and type tf_bot_add <number> as above

Note: Bots do not work on Capture the Flag maps, even if the above tutorial is followed.

AI Bot Behavior

  • Bots currently can not use or equip unlockable content: including any non-standard Weapons, any Hats, or any Miscellaneous items.
  • Bots currently can not jump, rocket jump or sticky jump purposefully.
  • Bots will taunt after killing the player, even if they are under enemy fire.
  • When a bot sees a disguised enemy Spy, they tend to watch the Spy's movement. The bot will not attack the disguised Spy unless the Spy preforms a hostile action or bumps into one of the bots.

AI Bot Commands

To use AI bots on supported maps, the server administrator types in the following commands in console:

Command Description
tf_bot_add This command will create one or more AI bots of random classes on random teams. They will also be assigned amusing human-like names.
tf_bot_add [<count>] [<class>] [<team>] [<difficulty>]
Specifies the number of bots to spawn. If omitted, one bot is spawned.
As of this writing, specifying a number greater than the maximum number of players, including any human players, causes the bots to freeze. Thus if you have a 24 player server (the default), and one human player, do not spawn more than 23 bots.
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy
Specifies the team name to assign the bot, where team can be red or blue.
Sets the difficulty level for the bot, where difficulty can be easy, normal, or hard.
tf_bot_add red 3 heavyweapons easy will add three Heavies to the RED team at the easy skill level.
tf_bot_difficulty Defines the skill of bots joining the game.
tf_bot_difficulty <level>
Sets the difficulty level for the bots. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Default is "Normal" (1).
tf_bot_difficulty 2 will set all bots created after this command to "Hard" difficulty.
tf_bot_force_class If set to a class name, all TFBots will respawn as that class.
tf_bot_force_class <class>
The classname of the class can be Demoman, Engineer, HeavyWeapons, Medic, Pyro, Scout, Soldier, Sniper, or Spy. Default is "" (aka blank).
tf_bot_force_class medic will make all TFbots respawn as Medic.
tf_bot_join_after_player If nonzero, bots wait until a player joins before entering the game.
tf_bot_join_after_player <integer>
Either 1 or 0. Default is 1 (enabled).
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.
tf_bot_keep_class_after_death <integer>
Either 1 or 0. Default is 0 (disabled).
tf_bot_keep_class_after_death 1 will prevent TFBots from changing class.

This command will remove one or all AI bots.

tf_bot_kick <name/all>
Specifies the name of bot to remove or all.
tf_bot_kick CEDA will kick the TFbot named "CEDA" if one exists.
tf_bot_prefix_name_with_difficulty If nonzero, append the skill level of the bot to the bot's name
tf_bot_prefix_name_with_difficulty <integer>
Either 1 or 0. Default is 0 (disabled).
tf_bot_prefix_name_with_difficulty 1 will cause added bots to have names like "1 Aimbot" (normal) and "3 Saxton Hale" (expert).
tf_bot_quota Determines the total number of tf bots in the game. Only has effect is "tf_bot_quota_mode" = "fill" or "match".
tf_bot_quota <integer>
Whole number between 0 and how many players the server can hold. Default is 0.
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.
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.
tf_bot_quota_mode fill will always keep (bot_quota - # of human players) bots in the game.


Puppet Bots

Puppet bots have no AI code and can't 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 follow the player around and fire their weapon. Puppet Bots are mainly used for testing purposes, and can create stunning visuals if manipulated accordingly.

Puppet Bot Commands

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

Note: entering the command without any values will display the command's current setting and a brief description.

Command Description
bot This command will create a bot on the given team with the specified class and name. If team or name is omitted, they will be assigned randomly.
bot -team <teamname/number> -class <classname> -name <botname>
-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, HeavyWeapons, 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.
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.


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.
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, you can make all bots in that class switch to that weapon and start firing, then make them stop. You can only make the entire group of bots in that class switch to that weapon, however.
bot_defend Set to a team number, and that team will all keep their combat shields raised.

For instance, Heavies will spin their miniguns.

bot_dontmove Bots are allowed or prevented from moving. When set to 1 the bots cannot move but they can still turn and jump. Note with a combination of this command and bot_mimic you can move bots to where you want them and leave them there.
bot_dontmove <0/1>
Bot is allowed to move, or not.
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).

bot_forceattack <0/1>
Bot will not fire if set to 0 and fire repeatedly if set to 1.
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.
bot_forceattack2 <0/1>
Bot will use its weapon's secondary_fire when set to 1, primary_fire when set to 0
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 Pistol, but not for the Heavy's Minigun). If this is set to 1 then the bot will act as if it is holding down the fire button (useful for the Heavy).
bot_forceattack_down <0/1>
On when set to 1, off when set to 0
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)

bot_forcefireweapon <weapon filename>
filename is usually tf_weapon_ <weapon name>.
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.

Kills the specified bot.

bot_kill <bot name>
Makes the specified bot commit suicide.
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.

Note this overrides bot_forceattack but does not override bot_dontmove.

bot_mimic <0/1>
On when set to 1, off when set to 0
bot_mimic 1

Offsets the bots' yaw. The bots will face in a direction this angle from the player. By default this is set to 180 so that all bots will face the player. Setting this to 0 will face the bots in the same direction as the player.

bot_mimic_yaw_offset <0-360>
Set the direction by specifying angle in degrees
bot_mimic_yaw_offset 180

AI Bot Names

The AI Bots are programmed to have different names, with many of their names being references to Valve's other works. They also include some references to Team Fortress as well. Many of these names have been requested on the Steam forums.

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
  • Big Gulp, Huh?
  • Stupid Hot Dog
  • I'm your huckleberry
  • The Crocketeer
bot_randomnames <0/1>
On when set to 1, off when set to 0
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.

bot_selectweaponslot <n>
Set n to weapon slot that bots should switch to.
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.

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.
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.
bot_whack <botname>
Where botname is the name of bot to "whack".
bot_whack bot109