![cs 1.6 bots cs 1.6 bots](https://2.bp.blogspot.com/-kyP1rYbJhhU/WBJLqlcvoFI/AAAAAAAAPKk/rH0DhogxR14PwYVcKxUBp2SKEG1o2kJegCK4B/s640/1.png)
If nonzero, the analysis phase of map learning will be skipped. If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. This value determines how high above the ground to draw the "nav mesh" when in nav edit mode. Once edit mode has been activated, the bot_nav_* commands can be used. Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh.
![cs 1.6 bots cs 1.6 bots](https://imag.malavida.com/mvimgbig/download-fs/counter-strike-1-6-z-bot-18129-1.jpg)
For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.Ĭlears the current navigation mesh, and loads it from disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. Saves the current navigation mesh to disk. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze. NOTE: This command requires one bot to be in the game. This may take several minutes based on the size and complexity of the map. This is a hint to the bots that they should jump to traverse this area.Īnalyze the navigation mesh to determine Approach Points and Encounter Spots. This command is especially useful for creating sloped nav areas.įlags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.įlags the currently selected area as "jump". To cancel the operation, issue a "bot_nav_begin_area" command again.Ĭreates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. "bot_nav_end_area" marks the opposite corner of the area and creates it. "bot_nav_begin_area" marks one corner of the area. These two commands allow the creation of new nav areas. However, for some "jump down" areas, the bots can move one way, but cannot get back the other.ĭisconnects ALL connections from the currently marked area to the currently selected area. For most areas, you will want to connect the areas in both directions. The merge will only occur if the two areas are the same size along the merge line.Ĭreates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. Merges the currently selected nav area and a previously marked nav area into a new, single nav area. Splits the currently selected nav area into two new nav areas, along the white split line. Marks the currently selected nav area for later operations. It is recommended that these commands be bound to keys for ease of use while editing.ĬAUTION: There is no "undo" operation. Rogue bots just "run and gun", and will respond to all radio commands with "Negative".Įach of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. If nonzero, allows bots to occasionally "go rogue". If zero, the bots will not buy or use the given category of weapon. bot_allow_pistols, bot_allow_shotguns, bot_allow_sub_machine_guns, bot_allow_rifles, bot_allow_machine_guns, bot_allow_grenades, bot_allow_snipers, bot_allow_shieldĪll of the "bot_allow" cvars can be either 0 or 1. If nonzero, the bots will wait to join the game until at least one human player has joined. This is useful for "clan-tagging" bots.ĭetermines which team the bots will join. Will be prefixed to all subsequently added bot names. If a bot is kicked, a new bot will be added to maintain the quota. Setting this cvar to a nonzero value will cause the given number of bots to be maintained in the game. Difficulty values higher than 3 are reset to 3. Zero = easy, 1 = normal, 2 = hard, 3 = expert. This cvar determines the difficulty of all newly created bots (existing bots will retain the difficulty setting they were created with). These commands are shortcuts that set the bot_allow_* cvars accordingly. bot_knives_only, bot_pistols_only, bot_snipers_only, bot_all_weapons This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be kicked. This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be killed.
![cs 1.6 bots cs 1.6 bots](https://rampage.us.lt/wp-content/uploads/2020/05/cs-16-with-bots-download.jpg)
"bot_add_t" and "bot_add_ct" forces the bot onto the respective teams. "bot_add" will add a bot to the team specified by the "bot_join_team" cvar.