bot_generator
bot_generator
is a point entity available in Team Fortress 2.
Entity description
bot_generator
generates bots.
Keyvalues
- Team
(team)
<choices> - Which team this generator is for.
- auto : Any
- red : Red
- blue : Blue
- spectate : Spectator !FGD
- Class
(class)
<choices> - Pick the class to spawn. Picking a specific class will override bot_roster restrictions.
- auto : Any
- scout : Scout
- sniper : Sniper
- soldier : Soldier
- demoman : Demoman
- medic : Medic
- heavyweapons : Heavy
- pyro : Pyro
- spy : Spy
- engineer : Engineer
- Count
(count)
<integer> - The maximum number of bots to spawn from this generator.
Note:values <= 0 will cause an infinite amount of bots to spawn.
- Max Active
(maxActive)
<integer> - Maximum number of bots from this generator that can be active at once from this generator.
- Interval
(interval)
<float> - Number of seconds between bots spawning from this generator.
- Action Point
(action_point)
<targetname> - Set this to have the bot travel to a specific
bot_action_point
upon spawning if the proper Spawn Command to be set.
- Initial Command
(initial_command)
<choices> - Command the bot should execute upon spawning. No command is executed if left blank
- goto action point : Go to specified Action Point
- taunt : Taunt
- despawn : Leave the game
- cloak : If Spy, Cloak
- uncloak : If Spy, Uncloak
- attack sentry at next action point : Attack sentry gun at next action point
- disguise : If Spy, Disguse
- Suppress Fire
(suppressFire)
<boolean> - Setting this to Yes will make the bots not attack.
- Disable Dodging
(disableDodge)
<boolean> - Setting this to Yes will prevent the bots from making erratic movements in an effort to dodge.
- Action on Death
(actionOnDeath)
<integer> - When a bot dies, it will do one of these.
- 0 : Respawn as usual
- 1 : Remove self
- 2 : Move to Spectator team
Move to Spectator Team on Death?(spectateOnDeath)
<boolean>- Deprecated. This has been superseded by "Action on Death", and is no longer functional.
- Use Team Spawn Point
(useTeamSpawnPoint)
<boolean> - Setting this to Yes will make the bots spawn from an
info_player_teamspawn
instead of this generator.
- Retain Buildings After Disconnect
(retainBuildings)
<boolean> - If set, any buildings (sentries, sappers, etc) built by bots from this generator will not be destroyed when their owners are removed.
- Difficulty
(difficulty)
<choices> - Set the generated bots' difficulty to this value.
- -1 : Default
- 0 : Easy
- 1 : Normal
- 2 : Hard
- 3 : Expert
- Don't spawn bots unless triggered
(spawnOnlyWhenTriggered)
<boolean> - If this is set, you must use the SpawnBot input to have any bots spawn.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Flags
- [
1
] : Spawned Bots Ignore Enemy Scouts
- [
2
] : Spawned Bots Ignore Enemy Soldiers
- [
4
] : Spawned Bots Ignore Enemy Pyros
- [
8
] : Spawned Bots Ignore Enemy Demomen
- [
16
] : Spawned Bots Ignore Enemy Heavies
- [
32
] : Spawned Bots Ignore Enemy Medics
- [
64
] : Spawned Bots Ignore Enemy Engineers
- [
128
] : Spawned Bots Ignore Enemy Snipers
- [
256
] : Spawned Bots Ignore Enemy Spies
- [
512
] : Spawned Bots Ignore Enemy Sentry Guns
- [
1024
] : Spawned Bots Ignore Scenario Goals
Inputs
SetSuppressFire
<boolean>- Set whether spawned TFBots should attack.
SetDisableDodge
<boolean>- Set whether spawned TFBots should dodge.
SetDifficulty
<integer>- Change the skill level of spawned TFBots.
CommandGoToActionPoint
<targetname>- Commands all bots spawned by this generator to go to the specified
bot_action_point
.
SetAttentionFocus
<targetname>- All bots spawned by this generator will focus exclusively on this entity. If the entity is a
bot_action_point
, entities within that point's radius will be attended to.
ClearAttentionFocus
<targetname>- Remove attention focus restrictions from bots spawned by this generator.
Note:Despite claiming to require a target, the input does not use it or require it.
SpawnBot
- Attempt to spawn a bot within the rules specified.
RemoveBots
- Force remove any bots this entity spawned.
Bug:Appears to only remove half of the bots spawned?
TFTeam:
SetTeam
<integer>- Changes the entity's Team keyvalue.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
OnSpawned
- Sent when the bot generator has spawned a TFBot,
OnExpended
- Sent when the bot generator has reached its limit of the bots it can create.
OnBotKilled
- Sent when a bot associated with this bot generator is killed.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.