This article relates to the game "Team Fortress 2". Click here for more information.

Tf bot: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Signatures dont work in comments. Good to know.)
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified)
 
(45 intermediate revisions by 10 users not shown)
Line 1: Line 1:
{{tf2 point|tf_bot}}
{{LanguageBar}}
 
{{TF2 topicon}}
{{code class|CTFBot|tf_bot.cpp}}
{{Seealso|[[TFBot Technicalities]]}}
 
{{Ent not in fgd|nolink=1}}
==Entity description==
{{this is a|model entity|name=tf_bot|game=Team Fortress 2}}
A [[NextBot]] entity for TF2 that acts as a player. They are used in the Training and [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] gamemodes. This entity can be created through `tf_bot_add`, which when used will randomly select a bot name out of a hardcoded list of bot names.
{{CD|CTFBot|base=NextBotPlayer_(Team Fortress 2)|file1=tf_bot.cpp}}
{{note|This entity cannot use Teleporters and Dispensers.}}
A {{ent|NextBot}} entity that acts like a {{ent|player}} entity; They represent the bots in [[Team Fortress 2]], which are officially automatically used in the Training and [https://wiki.teamfortress.com/wiki/Mann_vs._Machine Mann Vs. Machine] modes. Outside of these modes, creation of this entity should be done with the {{ent|tf_bot_add}} command.
{{bug|Creating the entity through `ent_create` ''will'' crash the game.}}
{{bug|hidetested=1|Creating the entity through {{ent|ent_create}} ''will'' crash the game. Use the aforementioned tf_bot_add command.}}
{{bug|This entity will not move in Capture The Flag (and by proxy MvM maps) if there is no flag for the entity's team.}}
 
===Skill===
TFBots behave based on the skill value (or difficulty) they have, which can be set through `tf_bot_difficulty` or with `tf_bot_add`. Skills are defined in game as follows:
* Easy (0)
* Normal (1)
* Hard (2)
* Expert (3)
{{todo|Add chart of behaviors based on skill value.}}
 
===Bot Names===
The following bot names are what the game uses to randomly set a bot name when creating a bot.
* Chucklenuts
* CryBaby
* WITCH
* ThatGuy
* Still Alive
* Hat-Wearing MAN
* Me
* Numnutz
* H@XX0RZ
* The G-Man
* Chell
* The Combine
* Totally Not A Bot
* Pow!
* Zepheniah Mann
* THEM
* LOS LOS LOS
* 10001011101
* DeadHead
* ZAWMBEEZ
* MindlessElectrons
* TAAAAANK!
* The Freeman
* Black Mesa
* Soulless
* CEDA
* BeepBeepBoop
* NotMe
* CreditToTeam
* BoomerBile
* Someone Else
* Mann Co.
* Dog
* Kaboom!
* AmNot
* 0xDEADBEEF
* HI THERE
* SomeDude
* GLaDOS
* Hostage
* Headful of Eyeballs
* CrySomeMore
* Aperture Science Prototype XR7
* Humans Are Weak
* AimBot
* C++
* GutsAndGlory!
* Nobody
* Saxton Hale
* RageQuit
* Screamin' Eagles
* Ze Ubermensch
* Maggot
* CRITRAWKETS
* Herr Doktor
* Gentlemanne of Leisure
* Companion Cube
* Target Practice
* One-Man Cheeseburger Apocalypse
* Crowbar
* Delicious Cake
* IvanTheSpaceBiker
* I LIVE!
* Cannon Fodder
* trigger_hurt
* Nom Nom Nom
* Divide by Zero
* GENTLE MANNE of LEISURE
* MoreGun
* Tiny Baby Man
* Big Mean Muther Hubbard
* Force of Nature
* Crazed Gunman
* Grim Bloody Fable
* Poopy Joe
* A Professional With Standards
* Freakin' Unbelievable
* SMELLY UNFORTUNATE
* The Administrator
* Mentlegen
* Archimedes!
* Ribs Grow Back
* It's Filthy in There!
* Mega Baboon
* Kill Me
* Glorified Toaster with Legs
 
====Unused Bot Names====
The following bot names were found in a leaked source code version of TF2, containing bot names that were never put into production for unknown reasons.
* John Spartan
* Leeloo Dallas Multipass
* Sho'nuff
* Bruce Leroy
* CAN YOUUUUUUUUU DIG IT?!?!?!?!
* Big Gulp, Huh?
* Stupid Hot Dog
* I'm your huckleberry
* The Crocketeer
 
==ConVars/ConCommands==
{{varcom|start}}
{{varcom|tf_bot_add|[count{{!}}name] [class] [team] [skill] ["noquota"]|[[String|strings]] (processed without order)|Creates a bot with specified parameters. This entity will borrow from `tf_bot_difficulty` if <code>skill</code> is omitted..}}
{{varcom|tf_bot_kick|[name{{!}}"red"{{!}}"blue"{{!}}"all"]|[[string]]|Kicks bots based on name and team, or all of them.}}
{{varcom|tf_bot_kill|[name{{!}}"red"{{!}}"blue"{{!}}"all"]|[[string]]|Kills bots based on name and team, or all of them.}}
{{varcom|tf_bot_warp_team_to_me|||Teleports all ally bots to [[!activator]].}}
{{varcom|tf_bot_difficulty|1|[[integer]]|Sets default skill value.}}
{{varcom|tf_bot_auto_vacate|1|01|Whether bots will automatically leave to make room for human players.}}
{{varcom|tf_bot_always_full_reload|0|01|Determines whether bots perform full reloads before firing.}}
{{varcom|tf_bot_ammo_search_range|5000|dist|How far bots will search to find ammo around them.}}
{{varcom|tf_bot_arrow_elevation_rate|0.0001|Arbitrary [[float]]|When firing arrows at far away targets, this is the degree/range slope to raise our aim.}}
{{varcom|tf_bot_ballistic_elevation_rate|0.01|arbitrary [[float]]|When lobbing grenades at far away targets, this is the degree/range slope to raise our aim.}}
{{varcom|tf_bot_capture_seek_and_destroy_max_duration|30|arbitrary [[float]]| If a capturing bot decides to go hunting, this is the max duration he will hunt for before reconsidering.}}
{{varcom|tf_bot_capture_seek_and_destroy_min_duration|15|arbitrary [[float]]| If a capturing bot decides to go hunting, this is the min duration he will hunt for before reconsidering.}}
{{varcom|tf_bot_cart_push_radius|60|dist|Maximum distance in which.}}
{{varcom|tf_bot_choose_target_interval|0.3f|Seconds ([[float]])| How often a bot can reselect his target}}
{{varcom|tf_bot_debug_ammo_scavenging|0|01|Draws debug informaton for bot ammo-information.}}
{{varcom|tf_bot_debug_destroy_enemy_sentry|0|01|Draw debug info for bots trying to destroy sentries.}}
{{varcom|tf_bot_debug_payload_guard_vantage_points|0|01|Draw vantage points for guarding the payload.}}
{{varcom|tf_bot_debug_retreat_to_cover|0|01|Draw debug info for bots retreating to cover.}}
{{varcom|tf_bot_debug_seek_and_destroy|0|01|Draw bot seek-and-destroy debug info.}}
{{varcom|tf_bot_debug_sentry_placement|0|01|Draw bot engineer sentry placement debug info.}}
{{varcom|tf_bot_debug_sniper|0|01|Draw Sniper bot debug information.}}
{{varcom|tf_bot_debug_spy|0|01|Draw Spy bot debug information.}}
{{varcom|tf_bot_debug_stuck_log|||Given a server logfile visually display bot stuck locations.}}
{{varcom|tf_bot_debug_stuck_log_clear|||Clear currently loaded bot stuck data.}}
{{varcom|tf_bot_debug_tags|0|01|[[ent_text]] will only show tags on bots.}}
{{varcom|tf_bot_defend_owned_point_percent|0.5|arbitrary [[float]]|Stay on the contested point we own until enemy cap percent falls below this value.}}
{{varcom|tf_bot_defense_debug|0|01|Draw defense areas.}}
{{varcom|tf_bot_defense_must_defend_time|300|aribtrary [[float]]|If timer is less than this value, bots will stay near point and guard.}}
{{varcom|tf_bot_engineer_building_health_multiplier|2|unknown type|Unused.}}
{{varcom|tf_bot_engineer_exit_near_sentry_range|2500|dist|Maximum travel distance between a bot's Sentry gun and its Teleporter Exit}}
{{varcom|tf_bot_engineer_max_sentry_travel_distance_to_point|2500|dist|Maximum travel distance between a bot's Sentry gun and the currently contested point}}
{{varcom|tf_bot_engineer_mvm_hint_min_distance_from_bomb|1300|dist|Bot engineers will move if the bomb is within this range.}}
{{varcom|tf_bot_engineer_mvm_sentry_hint_bomb_backward_range|3000|dist|How far the MvM bot engineer can build backward.}}
{{varcom|tf_bot_engineer_mvm_sentry_hint_bomb_forward_range|0|dist|How far the MvM bot engineer can build forwards.}}
{{varcom|tf_bot_engineer_retaliate_range|750|dist|Engineer bots will attack if the attacker who destroyed sentry closer than this, otherwise the engineer bot will retreat.}}
{{varcom|tf_bot_escort_range|300|dist|Bots will escort anyone within this range if there are no enemies.}}
{{varcom|tf_bot_fetch_lost_flag_time|10|arbitrary [[float]]| How long busy bots will ignore the dropped flag before they give up what they are doing and go after it}}
{{varcom|tf_bot_fire_weapon_allowed|1|01|If zero bots will not pull the trigger of their weapons (but will act like they did).}}
{{varcom|tf_bot_fire_weapon_min_time|1|arbitrary [[integer]]|Minimum time bots will fire their weapon.}}
{{varcom|tf_bot_flag_escort_give_up_range|1000|dist|Bots will give up escorts at this range.}}
{{varcom|tf_bot_flag_escort_max_count|4|arbitrary [[integer]]|}}
{{varcom|tf_bot_flag_escort_range|500|dist|Bots will escort the flag carrier within this range.}}
{{varcom|tf_bot_flag_kill_on_touch|0|01|If nonzero, any bot that picks up the flag dies. For testing.}}
{{varcom|tf_bot_force_class|null|[[string]]|If set to a class name, all bots will respawn as that class.}}
{{varcom|tf_bot_force_jump|0|01|Force bots to continuously jump.}}
{{varcom|tf_bot_formation_debug|0|01|Draw bot-formation debug info.}}
{{varcom|tf_bot_health_critical_ratio|0.3|arbitrary [[float]]|Health ratio in which bots are "critically injured".}}
{{varcom|tf_bot_health_ok_ratio|0.8|arbitrary [[float]]|Health ratio in which bots are considered "ok".}}
{{varcom|tf_bot_health_search_far_range|2000|dist|Critically-hurt bots will search for health within this range.}}
{{varcom|tf_bot_health_search_near_range|1000|dist|Uncritically-hurt bots will search for health within this range.}}
{{varcom|tf_bot_hitscan_range_limit|1800|dist|Maximum range in which bots will try to hit targets with hitscan.}}
{{varcom|tf_bot_join_after_player|1|01|If nonzero, bots wait until a player joins before entering the game.}}
{{varcom|tf_bot_keep_class_after_death|0|01|If zero bots will change class upon death, except in MvM.}}
{{varcom|tf_bot_max_grenade_launch_at_sentry_range|1500|dist|Demoman bots will try to launch grenades at sentries in this range.}}
{{varcom|tf_bot_max_point_defend_range|1250|dist|How far (in travel distance) from the point defending bots will take up positions.}}
{{varcom|tf_bot_max_setup_gate_defend_range|2000|dist|How far from the setup gate(s) defending bots can take up positions.}}
{{varcom|tf_bot_max_sticky_launch_at_sentry_range|1500|dist|Demoman bots will try to launch stickies at sentries in this range.}}
{{varcom|tf_bot_max_teleport_entrance_travel|1500|dist|Don't plant teleport entrances farther than this travel distance from our spawn room}}
{{varcom|tf_bot_max_teleport_exit_travel_to_point|2500|dist|If an offensive engineer bot's tele exit is farther from the point than this, then destroy it.}}
{{varcom|tf_bot_medic_cover_test_resolution|8|arbitrary [[float]]|Determines the angular increment when scanning for players to heal.}}
{{varcom|tf_bot_medic_debug|0|01|Draw debug info for medic bots.}}
{{varcom|tf_bot_medic_max_call_response_range|1000|dist|Calls for medic within this range will be heard.}}
{{varcom|tf_bot_medic_max_heal_range|600|dist|Bot medics will heal anyone within this range.}}
{{varcom|tf_bot_medic_start_follow_range|250|dist|Medics will stop moving following their patients when in this range.}}
{{varcom|tf_bot_medic_stop_follow_range|75|dist|Medics will stop moving following their patients when in this range.}}
{{varcom|tf_bot_melee_attack_abandon_range|500|dist|If threat is farther away than this, bot will switch back to its primary weapon and attack}}
{{varcom|tf_bot_melee_only|0|01|If nonzero, bots will only use melee weapons}}
{{varcom|tf_bot_min_setup_gate_defend_range|750|dist|How close from the setup gate(s) defending bots can take up positions. Areas closer than this will be in cover to ambush.}}
{{varcom|tf_bot_min_setup_gate_sniper_defend_range|1500|dist|How far from the setup gate(s) a defending sniper will take up position}}
{{varcom|tf_bot_min_teleport_travel|3000|dist|Minimum travel distance between teleporter entrance and exit before engineer bot will build one.}}
{{varcom|tf_bot_near_point_travel_distance|750|dist|Range in which bots are considered to be "near" the point.}}
{{varcom|tf_bot_notice_backstab_chance|25|aribtrary [[integer]]|}}
{{varcom|tf_bot_notice_backstab_max_range|750|dist|Maximum range in which bots will notice backstabs.}}
{{varcom|tf_bot_notice_backstab_min_range|100|dist|Minimum range in which bots will notice backstabs.}}
{{varcom|tf_bot_notice_gunfire_range|3000|dist|The range in which gunshots are noticed by bots.}}
{{varcom|tf_bot_notice_quiet_gunfire_range|500|dist|The range in which quiet gunshots are noticed by bots.}}
{{varcom|tf_bot_npc_archer_arrow_damage|75|arbitrary [[float]]|Determines the arrow damage of NPC archer arrows.}}
{{varcom|tf_bot_npc_archer_health|100|arbitrary [[integer]]|Determines the health of NPC archer bots.}}
{{varcom|tf_bot_npc_archer_shoot_interval|2|arbitrary [[float]]|Determines the interval at which NPC archer bots fire.}}
{{varcom|tf_bot_npc_archer_speed|100|arbitrary [[integer]]|Unused.}}
{{varcom|tf_bot_offense_must_push_time|120|arbitrary [[float]]|If timer is less than this, bots will push hard to cap}}
{{varcom|tf_bot_offline_practice|0|arbitrary [[integer]]| Tells the server that it is in offline practice mode.}}
{{varcom|tf_bot_path_lookahead_range|300|dist|How far a bot should look ahead.}}
{{varcom|tf_bot_payload_guard_range|1000|dist|Guard the payload within this range.}}
{{varcom|tf_bot_prefix_name_with_difficulty|0|01|Append the skill level of the bot to the bot's name}}
{{varcom|tf_bot_pyro_always_reflect|0|01|Pyro bots will always reflect projectiles fired at them. For tesing/debugging purposes.}}
{{varcom|tf_bot_pyro_deflect_tolerance|0.5|arbitrary [[float]]|Pyro bots will airblast if the dot product between them and a projectile is higher than the negative of this value.}}
{{varcom|tf_bot_pyro_shove_away_range|250|dist|If a Pyro bot's target is closer than this, compression blast them away}}
{{varcom|tf_bot_quota|0|arbitrary [[integer]]|Determines the total number of tf bots in the game.}}
{{varcom|tf_bot_quota_mode|normal|[[string]]|Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.}}
<!--This cvar does not exist in the Jungle Inferno build leak, so this cvar is going to require some reverse engineering to verify its function. -->
{{varcom|tf_bot_reevaluate_class_in_spawnroom|1|01| If set, bots will opportunisticly switch class while in spawnrooms if their current class is no longer their first choice.}}
<!-- -->
{{varcom|tf_bot_retreat_to_cover_range|1000|dist|How far to search for cover.}}
{{varcom|tf_bot_sniper_aim_error|0|dist|Margin of error in sniper aim radius.}}
{{varcom|tf_bot_sniper_aim_steady_rate|10|aribtrary [[float]]|Determines the angle rate at which the bot aim becomes steady.}}
{{varcom|tf_bot_sniper_allow_opportunistic|1|01|If set, Sniper bots will stop on their way to their preferred lurking spot to snipe at opportunistic targets.}}
{{varcom|tf_bot_sniper_choose_target_interval|3|Seconds ([[float]])|How often a zoomed-in Sniper can reselect his target. {{note|Currently unused.}}}}
{{varcom|tf_bot_sniper_flee_range|400|dist|Sniper bots retreat if their threat is closer than this range.}}
{{varcom|tf_bot_sniper_goal_entity_move_tolerance|500|dist|How far a sniper spot can be from the point before being ignored.}}
{{varcom|tf_bot_sniper_linger_time|5|arbitrary [[float]]|How long Sniper will wait around after losing his target before giving up.}}
{{varcom|tf_bot_sniper_melee_range|200|dist|Sniper bots will attack with melee if their threat is closer than this range.}}
{{varcom|tf_bot_sniper_patience_duration|10|arbitrary [[float]]|How long a Sniper bot will wait without seeing an enemy before picking a new spot.}}
{{varcom|tf_bot_sniper_personal_space_range|1000|dist|Enemies beyond this range don't worry Sniper bots.}}
{{varcom|tf_bot_sniper_spot_epsilon|100|dist|Maximum distance between sniper spots to consider them one spot.}}
{{varcom|tf_bot_sniper_spot_max_count|10|arbitrary [[integer]]|Stop searching for sniper spots when each side has found this many.}}
{{varcom|tf_bot_sniper_spot_min_range|1000|dist|Minimum length for a sightline to be considered usable.}}
{{varcom|tf_bot_sniper_spot_point_tolerance|750|dist|The range in which a sniper can stand near a vantage point.}}
{{varcom|tf_bot_sniper_spot_search_count|10|arbitrary [[integer]]|Search this many times per behavior update frame.}}
{{varcom|tf_bot_sniper_target_linger_duration|2|arbitrary [[float]]|How long a Sniper bot will keep toward at a target it just lost sight of.}}
<!--This cvar does not exist in the Jungle Inferno build leak, so this cvar is going to require some reverse engineering to verify its function. -->
{{varcom|tf_bot_spawn_use_preset_roster|1|unknown|Bot will choose class from a preset class table.}}
<!-- -->
{{varcom|tf_bot_spy_change_target_range_threshold|300|dist|Spy bots will change to newer targets if their current target is further than this range.}}
{{varcom|tf_bot_spy_knife_range|300|dist|Spy Bots will prefer their knife if their threat is closer than this range.}}
{{varcom|tf_bot_squad_escort_range|500|dist|If a bot is using a melee weapon, close and attack with it while staying near the leader with in this range.}}
{{varcom|tf_bot_sticky_base_range|800|arbitrary [[integer]]|Demoman bots will charge their stickies if their target is further than this range.}}
{{varcom|tf_bot_sticky_charge_rate|0.01|arbitrary [[float]]|Seconds of charge per unit range beyond base.}}
{{varcom|tf_bot_stickybomb_density|0|arbitrary [[integer]]|Number of stickies to place per square inch.}}
{{varcom|tf_bot_suicide_bomb_friendly_fire|1|01|Sentry Busters can kill ally bots on its team.}}
{{varcom|tf_bot_suicide_bomb_range|300|dist|Sentry Busters will kill players in this range and start detonation in a third of this value.}}
{{varcom|tf_bot_suspect_spy_forget_cooldown|5|arbitrary [[integer]]|How long to consider a suspicious spy as suspicious.}}
{{varcom|tf_bot_suspect_spy_touch_interval|5|seconds ([[integer]])|How many seconds back to look for touches against suspicious spies.}}
{{varcom|tf_bot_taunt_victim_chance|20|arbitrary [[float]]|1/<code>value</code> chance for a bot to taunt after killing a bot.}}
{{varcom|tf_bot_teleport_build_surface_normal_limit|0|dist|If the ground normal Z component is less that this value, Engineer bots won't place their entrance teleporter.}}
{{varcom|tf_bot_wait_in_cover_max_time|2|arbitrary [[float]]|Maximum time bots will hide in cover.}}
{{varcom|tf_bot_wait_in_cover_min_time|1|arbitrary [[float]]|Minimum time bots will hide in cover.}}
{{varcom|tf_bot_mvm_show_engineer_hint_region|||Show the nav areas MvM engineer bots will consider when selecting sentry and teleporter hints.{{note|Is a cheat command.}}}}
{{varcom|end}}


==Keyvalues==
==Keyvalues==
{{KV TeamNum}}
{{KV TeamNum|tf2=1}}
{{KV BaseAnimating}}
{{KV BaseEntity}}


==Inputs==
==Inputs==
{{IO|IgnitePlayer|param=integer|{{tf2}} Ignites the entity with a specified lifetime and causes a reaction (sound and speech).}}
{{I|IgnitePlayer|param=integer|Ignites the entity with a specified lifetime and causes a reaction (sound and speech).}}
{{IO|ExtinguishPlayer|{{tf2}} Extinguishes the entity.}}
{{I|ExtinguishPlayer|Extinguishes the entity.}}
{{IO|BleedPlayer|param=integer|{{tf2}} Bleeds the entity with a specified length.}}
{{I|BleedPlayer|param=integer|Bleeds the entity with a specified length.}}
{{IO|RollRareSpell|{{tf2}} Forces the entity to roll a rare spell. Only available if spells are enabled on the map.}}
{{I|RollRareSpell|Forces the entity to roll a rare spell. Only available if spells are enabled on the map.}}
{{IO|SetCustomModel|param=string|{{tf2}} Set a custom entity model ''without'' animations.}}
{{I|SetCustomModel|param=string|Set a custom entity model ''without'' animations.}}
{{IO|SetCustomModelOffset|param=vector|{{tf2}} Set a custom model position on the entity.}}
{{I|SetCustomModelOffset|param=vector|Set a custom model position on the entity.}}
{{IO|SetCustomModelRotation|param=vector|{{tf2}} Set a custom model rotation on the entity.}}
{{I|SetCustomModelRotation|param=vector|Set a custom model rotation on the entity.}}
{{IO|ClearCustomModelRotation|{{tf2}} Clears the custom model rotation.}}
{{I|ClearCustomModelRotation|Clears the custom model rotation.}}
{{IO|SetCustomModelRotates|param=boolean|{{tf2}} Set if the custom model rotates or not to the entity's angles.}}
{{I|SetCustomModelRotates|param=boolean|Set if the custom model rotates or not to the entity's angles.}}
{{IO|SetCustomModelVisibleToSelf|param=boolean|{{tf2}} Set if the custom model is visible to the entity, in thirdperson.}}
{{I|SetCustomModelVisibleToSelf|param=boolean|Set if the custom model is visible to the entity, in thirdperson.}}
{{IO|SetForcedTauntCam|param=boolean|{{tf2}} Forces the player into thirdperson mode.}}
{{I|SetForcedTauntCam|param=boolean|Forces the player into thirdperson mode.}}
{{IO|SpeakResponseConcept|param=string|{{tf2}} Forces the player to speak the specified response concept, an example being <code>halloweenlongfall</code>.}}
{{I|SpeakResponseConcept|param=string|Forces the player to speak the specified response concept, an example being <code>halloweenlongfall</code>.}}
{{IO|TriggerLootIslandAchievement|{{tf2}} {{todo}}.}}
{{I|TriggerLootIslandAchievement|{{todo}}}}
{{IO|TriggerLootIslandAchievement2|{{tf2}} {{todo}}.}}
{{I|TriggerLootIslandAchievement2|{{todo}}}}
{{IO|RoundSpawn|{{tf2}} {{todo}}.}}
{{I|RoundSpawn|{{todo}}.}}
{{I TFTeam}}
{{I TFTeam}}
{{I BaseCombatCharacter}}
{{I BaseCombatCharacter}}
{{I BaseAnimating}}
{{I BaseEntity}}
==Outputs==
{{O BaseAnimating}}
{{O BaseEntity}}


==See also==
* [[TFBot Technicalities]]
* [https://steamcommunity.com/sharedfiles/filedetails/?id=572409016 'TFBot skill levels explained in excruciating detail' - By Sigsegv]<br>
* [https://steamcommunity.com/sharedfiles/filedetails/?id=1911160067 'MvM - Advanced Popfile Techniques' - By Mince and 8 other collaborators]
[[Category:NextBot Entities]]
[[Category:NextBot Entities]]

Latest revision as of 07:18, 20 May 2025

English (en)Translate (Translate)

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.

tf_bot is a model entity available in Team Fortress 2 Team Fortress 2.

C++ Class hierarchy
CTFBot
NextBotPlayer
CTFPlayer
CBaseMultiplayerPlayer
CBasePlayer
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ tf_bot.cpp

A NextBot entity that acts like a player entity; They represent the bots in Team Fortress 2, which are officially automatically used in the Training and Mann Vs. Machine modes. Outside of these modes, creation of this entity should be done with the tf_bot_add command.

Icon-Bug.pngBug:Creating the entity through ent_create will crash the game. Use the aforementioned tf_bot_add command.

Keyvalues

TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD

Inputs

IgnitePlayer <integerRedirectInput/integer>
Ignites the entity with a specified lifetime and causes a reaction (sound and speech).
ExtinguishPlayer
Extinguishes the entity.
BleedPlayer <integerRedirectInput/integer>
Bleeds the entity with a specified length.
RollRareSpell
Forces the entity to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel <stringRedirectInput/string>
Set a custom entity model without animations.
SetCustomModelOffset <vectorRedirectInput/Vector>
Set a custom model position on the entity.
SetCustomModelRotation <vectorRedirectInput/Vector>
Set a custom model rotation on the entity.
ClearCustomModelRotation
Clears the custom model rotation.
SetCustomModelRotates <booleanRedirectInput/boolean>
Set if the custom model rotates or not to the entity's angles.
SetCustomModelVisibleToSelf <booleanRedirectInput/boolean>
Set if the custom model is visible to the entity, in thirdperson.
SetForcedTauntCam <booleanRedirectInput/boolean>
Forces the player into thirdperson mode.
SpeakResponseConcept <stringRedirectInput/string>
Forces the player to speak the specified response concept, an example being halloweenlongfall.
TriggerLootIslandAchievement
[Todo]
TriggerLootIslandAchievement2
[Todo]
RoundSpawn
[Todo].
SetTeam <integerRedirectInput/integer>
Changes the entity's team.

CBaseCombatCharacter:

KilledNPC  !FGD
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale <floatRedirectInput/float>
Scales damage energy when this character is hit by a physics object. With a value of 0 the NPC will take no damage from physics.

See also