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bots.cfg
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////////////////////////////////////////////////////////////////////////////////////////////
// Bots //
////////////////////////////////////////////////////////////////////////////////////////////
//TODO:
// bot_add | cmd | "sv" | bot_add <t\|ct> <type> <difficulty> <name> - Adds a bot matching the given criteria.
// bot_add_ct | cmd | "sv" | bot_add_ct <type> <difficulty> <name> - Adds a Counter-Terrorist bot matching the given criteria.
// bot_add_t | cmd | "sv" | bot_add_t <type> <difficulty> <name> - Adds a terrorist bot matching the given criteria.
// bot_all_weapons | cmd | "sv" | Allows the bots to use all weapons
// bot_allow_grenades | 1 | "sv" , "rep" | If nonzero, bots may use grenades.
// bot_allow_machine_guns | 1 | "sv" , "rep" | If nonzero, bots may use the machine gun.
// bot_allow_pistols | 1 | "sv" , "rep" | If nonzero, bots may use pistols.
// bot_allow_rifles | 1 | "sv" , "rep" | If nonzero, bots may use rifles.
// bot_allow_rogues | 1 | "sv" , "rep" | If nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals.
// bot_allow_shotguns | 1 | "sv" , "rep" | If nonzero, bots may use shotguns.
// bot_allow_snipers | 1 | "sv" , "rep" | If nonzero, bots may use sniper rifles.
// bot_allow_sub_machine_guns | 1 | "sv" , "rep" | If nonzero, bots may use sub-machine guns.
// bot_auto_follow | 0 | "devonly", "sv", "rep" | If nonzero, bots with high co-op may automatically follow a nearby human player.
// bot_auto_vacate | 1 | "devonly", "sv", "rep" | If nonzero, bots will automatically leave to make room for human players.
// bot_autodifficulty_threshold_high | 5.0 | "cl" , "rep" | Upper bound above Average Human Contribution Score that a bot must be above to change its difficulty
// bot_autodifficulty_threshold_low | -2.0 | "cl" , "rep" | Lower bound below Average Human Contribution Score that a bot must be below to change its difficulty
// bot_chatter | normal | "sv" , "rep" | Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
// bot_chatter_use_rr | 1 | "devonly", "sv" | 0 = Use old bot chatter system, 1 = Use response rules
// bot_control_next_all_teams | cmd | "devonly", "sv", "cheat" | Take control of the next bot regardless of team (development only).
// bot_controllable | 1 | "devonly", "sv", "rep" | Determines whether bots can be controlled by players
// bot_coop_force_throw_grenade_chance | 0.7 | "sv" , "cheat" |
// bot_coop_idle_max_vision_distance | 1400 | "sv" , "rep" | Max distance bots can see targets (in coop) when they are idle, dormant, hiding or asleep.
// bot_crouch | 0 | "sv" , "cheat" |
// bot_debug | 0 | "sv" , "rep", "cheat" | For internal testing purposes.
// bot_debug_target | 0 | "sv" , "rep", "cheat" | For internal testing purposes.
// bot_defer_to_human_goals | 0 | "sv" , "rep" | If nonzero and there is a human on the team, the bots will not do the scenario tasks.
// bot_defer_to_human_items | 1 | "sv" , "rep" | If nonzero and there is a human on the team, the bots will not get scenario items.
// bot_difficulty | 1 | "sv" , "rep" | Defines the skill of bots joining the game. Values are: 0=easy, 1=normal, 2=hard, 3=expert.
// bot_dont_shoot | 0 | "sv" , "rep", "cheat" | If nonzero, bots will not fire weapons (for debugging).
// bot_eco_limit | 2000 | "devonly", "sv", "rep" | If nonzero, bots will not buy if their money falls below this amount.
// bot_flipout | 0 | "devonly", "sv", "rep" | If nonzero, bots use no CPU for AI. Instead, they run around randomly.
// bot_force_duck | 0 | "devonly", "sv" |
// bot_freeze | 0 | "sv" , "cheat" |
// bot_goto_mark | cmd | "sv" , "cheat" | Sends a bot to the marked nav area (useful for testing navigation meshes)
// bot_goto_selected | cmd | "sv" , "cheat" | Sends a bot to the selected nav area (useful for testing navigation meshes)
// bot_gungameselect_weapons_ct | deagle awp p90 aug m4a1 | "devonly", "sv" | the list of weapons that CT bots start with in gun game select
// bot_gungameselect_weapons_t | deagle awp p90 ak47 sg556 | "devonly", "sv" | the list of weapons that T bots start with in gun game select
// bot_ignore_enemies | 0 | "sv" , "rep", "cheat" | If nonzero, bots will ignore enemies (for debugging).
// bot_ignore_players | 0 | "sv" , "cheat" | Bots will not see non-bot players.
// bot_join_after_player | 1 | "sv" , "rep" | If nonzero, bots wait until a player joins before entering the game.
// bot_join_delay | 0 | "devonly", "sv" | Prevents bots from joining the server for this many seconds after a map change.
// bot_join_in_warmup | 1 | "devonly", "sv" | Prevents bots from joining the server while warmup phase is active.
// bot_join_team | any | "sv" , "rep" | Determines the team bots will join into. Allowed values: 'any', 'T', or 'CT'.
// bot_kick | cmd | "sv" | bot_kick <all> <t\|ct> <type> <difficulty> <name> - Kicks a specific bot, or all bots, matching the given criteria.
// bot_kill | cmd | "sv" , "cheat" | bot_kill <all> <t\|ct> <type> <difficulty> <name> - Kills a specific bot, or all bots, matching the given criteria.
// bot_knives_only | cmd | "sv" | Restricts the bots to only using knives
// bot_loadout | | "sv" , "cheat" | bots are given these items at round start
// bot_max_hearing_distance_override | -1 | "sv" , "rep" | Max distance bots can hear targets.
// bot_max_visible_smoke_length | 200 | "sv" , "rep" | Bots will see players through smoke clouds up to this length.
// bot_max_vision_distance_override | -1 | "sv" , "rep" | Max distance bots can see targets.
// bot_mimic | 0 | "sv" , "cheat" |
// bot_mimic_yaw_offset | 180 | "sv" , "cheat" |
// bot_pistols_only | cmd | "sv" | Restricts the bots to only using pistols
// bot_place | cmd | "sv" , "cheat" | bot_place - Places a bot from the map at where the local player is pointing.
// bot_prefix | | "devonly", "sv", "rep" | This string is prefixed to the name of all bots that join the game.<br><difficulty> will be replaced with the bot's difficulty.<br><weaponclass> will be replaced with the bot's desired weapon class.<br><skill> will be replaced with a 0-100 representation of the bot's skill.
// bot_profile_db | BotProfile.db | "devonly", "sv", "rep" | The filename from which bot profiles will be read.
// bot_quota | 10 | "sv" , "rep" | Determines the total number of bots in the game.
// bot_quota_mode | normal | "sv" , "rep" | Determines the type of quota.<br>Allowed values: 'normal', 'fill', and 'match'.<br>If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.<br>If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
// bot_randombuy | 0 | "sv" , "cheat" | should bots ignore their prefered weapons and just buy weapons at random?
// bot_show_battlefront | 0 | "sv" , "cheat" | Show areas where rushing players will initially meet.
// bot_show_nav | 0 | "sv" , "rep", "cheat" | For internal testing purposes.
// bot_show_occupy_time | 0 | "sv" , "cheat" | Show when each nav area can first be reached by each team.
// bot_show_patrol_areas | 0 | "sv" , "cheat" | Show bot patrol areas if present.
// bot_snipers_only | cmd | "sv" | Restricts the bots to only using sniper rifles
// bot_stop | 0 | "sv" , "rep", "cheat" | bot_stop <1\|all> \| <not_bomber> \| <t> \| <ct>
// bot_traceview | 0 | "sv" , "rep", "cheat" | For internal testing purposes.
// bot_walk | 0 | "devonly", "sv", "rep" | If nonzero, bots can only walk, not run.
// bot_zombie | 0 | "sv" , "rep", "cheat" | If nonzero, bots will stay in idle mode and not attack.