BOT CONTROL
bot_add
bot_add_t
bot_add_ct
Causes
a bot to be added to the game. "bot_add" will add a bot to the team
specified by the "bot_join_team" cvar. "bot_add_t" and
"bot_add_ct" forces the bot onto the respective teams.
bot_kill
<name, "all">
This
command takes either the name of a bot, or the keyword "all" -
causing all bots in the game to be killed.
bot_kick
<name, "all">
This
command takes either the name of a bot, or the keyword "all" -
causing all bots in the game to be kicked.
bot_knives_only
bot_pistols_only
bot_snipers_only
bot_all_weapons
These
commands are shortcuts that set the bot_allow_* cvars accordingly.
bot_difficulty
[0-3]
This
cvar determines the difficulty of all newly created bots (existing bots will
retain the difficulty setting they were created with). Zero = easy, 1 = normal,
2 = hard, 3 = expert. Difficulty values higher than 3 are reset to 3.
bot_quota
<minimum number of bots>
Setting
this cvar to a nonzero value will cause the given number of bots to be
maintained in the game. If a bot is kicked, a new bot will be added to maintain
the quota. To disable the quota, set it to zero.
bot_prefix
<string>
The
given <string> will be prefixed to all subsequently added bot names. This
is useful for "clan-tagging" bots.
bot_join_team
[ct, t, any]
Determines
which team the bots will join.
bot_join_after_player
[0,1]
If
nonzero, the bots will wait to join the game until at least one human player
has joined.
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_shield
All
of the "bot_allow" cvars can be either 0 or 1. If zero, the bots will
not buy or use the given category of weapon.
bot_allow_rogues
[0,1]
If
nonzero, allows bots to occasionally "go rogue". Rogue bots just
"run and gun", and will respond to all radio commands with
"Negative".
NAVIGATION MESH EDITING
Each
of the following bot_nav_ commands operate on the navigation mesh, allowing
hand-tuning of the automatically learned data. It is recommended that these
commands be bound to keys for ease of use while editing.
CAUTION:
There is no "undo" operation. Save your navigation mesh often.
bot_nav_mark
Marks
the currently selected nav area for later operations.
bot_goto_mark
Causes
one bot in the map to move to the center of the currently marked area. This is
useful for testing the walkability of specific portions of the navigation mesh.
bot_nav_delete
Deletes
the currently selected nav area.
bot_nav_split
Splits
the currently selected nav area into two new nav areas, along the white split
line.
bot_nav_merge
Merges
the currently selected nav area and a previously marked nav area into a new,
single nav area. The merge will only occur if the two areas are the same size
along the merge line.
bot_nav_connect
Creates
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. For
most areas, you will want to connect the areas in both directions. However, for
some "jump down" areas, the bots can move one way, but cannot get
back the other.
bot_nav_disconnect
Disconnects
ALL connections from the currently marked area to the currently selected area.
bot_nav_begin_area
bot_nav_end_area
These
two commands allow the creation of new nav areas.
"bot_nav_begin_area" marks one corner of the area.
"bot_nav_end_area" marks the opposite corner of the area and creates
it. To cancel the operation, issue a "bot_nav_begin_area" command
again.
bot_nav_splice
Creates
a new nav area between the currently marked area and the currently selected
area, and bidirectionally connects the new area. This command is especially
useful for creating sloped nav areas.
bot_nav_crouch
Flags
the currently selected area as "crouch", requiring bots to crouch
(duck) to move through it.
bot_nav_jump
Flags
the currently selected area as "jump". This is a hint to the bots
that they should jump to traverse this area.
bot_nav_edit
[0,1]
Setting
this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode
has been activated, the bot_nav_* commands can be used.
bot_nav_zdraw
<height value>
This
value determines how high above the ground to draw the "nav mesh"
when in nav edit mode. If the terrain is very irregular or highly sloped, it
can be useful to increase this value to 10 or 15. The default value is 4.
bot_quicksave
[0,1]
If
nonzero, the analysis phase of map learning will be skipped. This is useful
when iteratively hand-tuning nav files. Note that withough this analysis, the
bots will not look around the world properly.
NAVIGATION MESH PROCESSING
bot_nav_analyze
Analyze
the navigation mesh to determine Approach Points and Encounter Spots. This may
take several minutes based on the size and complexity of the map.
NOTE:
This command requires one bot to be in the game. The recommended procedure is
to save the mesh, add a bot, and quickly enter bot_analyze.
bot_nav_save
Saves
the current navigation mesh to disk. The navigation mesh ("nav" file)
is automatically named to correspond to the current map file. For instance, if
the map is de_dust.bsp, the nav file will be de_dust.nav.
bot_nav_load
Clears
the current navigation mesh, and loads it from disk.
DEBUGGING
bot_walk
[0,1]
Force
all bots to walk (disallow running).
bot_stop
[0,1]
If
nonzero, all bots will stop moving and responding.
bot_show_nav
[0,1]
If
nonzero, the nav mesh near each bot is drawn.
bot_show_danger
[0,1]
If
nonzero, the "danger" in each nav area is draw as a vertical line.
Blue lines represent danger for CTs, and red lines are danger for Ts.
bot_traceview
<value>
Used
for internal debugging of bot navigation.
bot_debug
<value>
Used
for internal debugging of bot behavior.
MISC
bot_about
Displays
the bot version number, and information about the bot's author.
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