![multiplayer condition zero multiplayer condition zero](https://speed-new.com/wp-content/uploads/2015/05/21412532.jpg)
To cancel the operation, issue the " bot_nav_begin_area" command again.Ĭreates a new navigation 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 navigation areas. However, for some "jump down" areas, you will want the bots to be able to move one way, but not be able to get back to 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 navigation area and a previously marked navigation area into a new, single navigation area. Splits the currently selected navigation area into two new navigation areas, along the white split line.
![multiplayer condition zero multiplayer condition zero](https://img.wallpapersafari.com/desktop/1024/576/77/50/mU8J3x.jpg)
Note that you must be in "Free Look" spectator mode for this command to function.ĭeletes the currently selected navigation area. Warps (teleports) your view to the currently marked navigation mesh. Marks the currently selected navigation area for later operations. 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 navigation "mesh" when in navigation edit mode. Once edit mode has been activated, the " bot_nav_*" commands can be used.
![multiplayer condition zero multiplayer condition zero](https://sgroupusa.weebly.com/uploads/1/2/6/6/126654278/228962549.jpg)
Setting this CVar to 1 allows hand-tuning of the bot's navigation mesh. Note that there is no "undo" operation, so save your navigation mesh frequently! It is recommended that these commands be bound to keys for ease-of-use while editing. Note that the default database filename is "BotProfile.db".ĭisplays the bot module version number, and information about the bot's author.Įach of the following " bot_nav_*" commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. Sets the filename of the database that defines the bot personalities and skill levels. Sets the amount of bot radio-chat ( Normal, Minimal, Standard Radio, or Off). If non-zero, all hostages will stop moving and responding (pauses all hostages).īot_chatter If non-zero, all bots will stop moving and responding (pauses all bots). If non-zero, forces the bots to defer round goals to human players (bomb carrier, etc.).įorce all bots to walk (disallow running).
![multiplayer condition zero multiplayer condition zero](https://cdn.cloudflare.steamstatic.com/steam/apps/80/0000002535.1920x1080.jpg)
Rogue bots just "run and gun", and will respond to all radio commands with "Negative". If non-zero, allows bots to occasionally "go rogue". If zero, the bots will not buy or use the given category of weapon. If non-zero, the bots will wait to join the game until at least one human player has joined.Īll of the " bot_allow" CVars can be either 0 or 1. This is useful for "clan-tagging" bots.ĭetermines which team the bots will join. The given will be prefixed to all subsequently added bot names. Set to 1 to force bots to automatically leave the server to make room for human players (set to 0 to disable). Note that this command overrides the " bot_quota" command. As human players join or leave the server, the number of bots in the game will be adjusted accordingly. " number_of_bots = number_of_human_players * bot_quota_match_ratio"). Sets the ratio of the number of bots per human player (i.e. If a bot is kicked, a new bot will be added to maintain the quota. Setting this CVar to a non-zero value will cause the given number of bots to be maintained in the game. Note that existing bots in the game will retain the difficulty setting that they were originally created with. 0 = easy, 1 = normal, 2 = hard, and 3 = expert (difficulty values higher than "3" are reset to "3"). This CVar determines the difficulty of all newly created bots. These commands are shortcuts that set the " bot_allow_*" CVars accordingly. 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). " bot_add_t" and " bot_add_ct" forces the bot to join a specific team. " bot_add" will add a bot to the team specified by the " bot_join_team" CVar. Causes a bot (with an optional "name" contained in the " BotProfile.db" bot personalities and skill levels database file) to be added to the game.