|
|
Line 357: |
Line 357: |
| * I'm your huckleberry | | * I'm your huckleberry |
| * The Crocketeer}} | | * 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 {{ent|tf_bot_difficulty}} if <code>skill</code> is omitted..}}
| |
| {{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_auto_vacate|1|01|Whether bots will automatically leave to make room for human players.}}
| |
| {{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 bots will stay within near the payload to push it.}}
| |
| {{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|arbitrary [[float]]|If timer is less than this value, bots will stay near point and guard.}}
| |
| {{varcom|tf_bot_difficulty|1|[[integer]]|Sets default skill value.}}
| |
| {{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]]|Maximum amount of escorters allowed.}}
| |
| {{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_kick|[name{{!}}"red"{{!}}"blue"{{!}}"all"{{!}}"moveToSpectatorTeam"]|[[string]]|Kicks bots based on name and team, or all of them. Will instead move bots to spectator mode if <code>moveToSpectatorTeam</code> is added.}}
| |
| {{varcom|tf_bot_kill|[name{{!}}"red"{{!}}"blue"{{!}}"all"]|[[string]]|Kills bots based on name and team, or all of them.}}
| |
| {{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 start following their patients when in this range.}}
| |
| {{varcom|tf_bot_medic_stop_follow_range|75|dist|Medics will stop 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_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|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|arbitrary [[integer]]|Chance for bots to notice backstabs.}}
| |
| {{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 '''not''' airblast if the dot product between their normalized vector and a projectile's normalized vector is higher than the negative of this value.<br>{{todo|Simplify the explanation somehow?}}}}
| |
| {{varcom|tf_bot_pyro_shove_away_range|250|dist|If a Pyro bot's target is closer than this, then 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 opportunistically 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 sentry 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|ticks ([[integer]])|How many ticks back to look for touches against suspicious spies.}}
| |
| {{varcom|tf_bot_taunt_victim_chance|20|arbitrary [[float]]|<code>1/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_warp_team_to_me|||Teleports all ally bots to [[!activator]].}}
| |
| {{varcom|tf_mvm_bot_flag_carrier_interval_to_1st_upgrade|5|Seconds ([[float]])|The time before the bomb carrier performs the 1st upgrade.}}
| |
| {{varcom|tf_mvm_bot_flag_carrier_interval_to_2nd_upgrade|15|Seconds ([[float]])|The time before the bomb carrier performs the 2nd upgrade.}}
| |
| {{varcom|tf_mvm_bot_flag_carrier_interval_to_3rd_upgrade|15|Seconds ([[float]])|The time before the bomb carrier performs the 3rd upgrade.}}
| |
| {{varcom|end}}
| |
|
| |
|
| ==Keyvalues== | | ==Keyvalues== |
Split
It has been suggested that this article or section be split into multiple articles. (Discuss)
This article or section needs to be cleaned up to conform to a higher standard of quality because:The information in Entity Description is completely unorganized and in dire need of restructuring.
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
This is an user page.
tf_bot
is a point entity available in
Team Fortress 2.
In code, it is represented by theCTFBot
class, defined in thetf_bot.cpp
file.
Entity Description
A NextBot entity for TF2 that acts as a player. They are used for bots in Team Fortress 2, which are mainly used in the Training and Mann Vs. Machine gamemodes, and are created automatically by the game when creating a listenserver through the training option. 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.
Note:This entity cannot use Teleporters and Dispensers in MvM.
Bug:Creating the entity through ent_create will crash the game. [todo tested in ?]
Bug:This entity will not move in Capture The Flag (and by proxy MvM) if there is no flag for that entity's team. [todo tested in ?]
Skill / Difficulty
Bots 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: Summarize behaviors based on skill value.
General
Bots may change classes in spawn if tf_bot_reevaluate_class_in_spawnroom is set, and will change classes upon death if tf_bot_keep_class_after_death is set.
Scout
Info
Preferred Weapon
|
Primary
|
Threat Value
|
0.6
|
Medic Bot Priority
|
None
|
Soldier
Info
Preferred Weapon
|
Primary
|
Threat Value
|
0.8
|
Medic Bot Priority
|
2nd
|
Soldier bots prefer their primary weapon in combat, but will switch to their secondary if they are out of primary weapon ammo and the threat is closer than 500hu.
Pyro
Info
Preferred Weapon
|
Primary
|
Threat Value
|
1
|
Medic Bot Priority
|
3rd
|
Pyro bots are normally offensive and will attack enemies with their primary weapon. However if the enemy is further than 750hu, the bot Pyro will equip its secondary weapon.
They airblast enemies that are closer than tf_bot_pyro_shove_away_range hammer units to the bot pyro, and projectiles if they are visible to the pyro bot and are within tf_bot_pyro_deflect_tolerance angles (in radians) relative to the Pyro bot's FOV. The chance that they will airblast a projectile depends on their skill level.
Skill Level
|
Chance to Airblast
|
Easy
|
0% chance
|
Normal
|
50% chance
|
Hard
|
90% chance
|
Expert
|
100% chance
|
Demoman
Info
Preferred Weapon
|
Primary and Secondary
|
Threat Value
|
0.6
|
Medic Bot Priority
|
4th
|
Demoman bots fire their primary weapon in an arc. The angle they fire grenades is tf_bot_ballistic_elevation_rate * the distance to the target (as a normalized vector); they will not fire with their primary above 45° or 0.79π.
When they encounter Sentries, Demoman bots prefer their secondary over their primary and stack stickybombs on the Sentry to then detonate them.
They will sometimes set up sticky-bomb traps on nav areas where they predict the enemy will pass through. The amount of stickybombs they place is
tf_bot_stickybomb_density * the area of the target nav area
which will always be ≥1. Demoman bots will stop setting up their trap if an enemy is less than 500hu away.
Heavy
Info
Preferred Weapon
|
Primary
|
Threat Value
|
0.8
|
Medic Bot Priority
|
1st
|
Heavy bots prefer to use their primary weapon when in combat. They will "rev" (hold right click) for at least three seconds if they see an enemy.
They are the most preferred patient to be healed by Medic bots, out of the other classes.
Engineer
Info
Preferred Weapon
|
Melee and Primary (for combat)
|
Threat Value
|
0.4
|
Medic Bot Priority
|
None
|
Engineer bots focus on building near sentry spots (func_tfbot_hints with hint KV set to 1). Engineer bots normally just stay around their sentry and constantly hit it with their wrench. If the engineer bot get attacked however, they will attack with their weapon and flee.
In Mann Vs. Machine Engineer bots will not attack, unless if they're marked as a squad. They can only build Sentry Guns and Teleporters, and they build around groups of bot_hint_engineer_nests, bot_hint_sentryguns, and bot_hint_teleporter_exits, rather than func_tfbot_hint's.
Teleporters
Non-Medic bots will normally prefer to take active teleporters over walking to the destination, but they will only take them when their incursion distance is less than 350hu + the teleporter area's nav mesh
. However Medic bots will only take the teleporter if it's patient also goes through the teleporter; otherwise they ignore them.
Medic
Info
Preferred Weapon
|
Secondary
|
Threat Value
|
0.2
|
Medic Bot Priority
|
None
|
Medic bots passively heal patients that are in their current viscinity, and will follow their patient when they are between tf_bot_medic_stop_follow_range and tf_bot_medic_start_follow_range from them. They will respond to call for medic from human players that are within tf_bot_medic_max_call_response_range units from the medic bots.
They prefer to heal ally heavies, soldiers, pyros, and demomen over the other classes. If the medic bot is in a squad, they will only heal the squad leader. In the training gamemode, medic bots will always stay on the human player.
If Medic bots have the vaccinator equipped, they will use their über when they or their patient have taken damage. Otherwise medic bots will use their über when:
- The patient's health ratio is less than 0.5.
- The patient is not already übered.
- The medic bot's health is less than 25, 50, or
bot_medic_uber_health_threshold
attribute.
Bug:Due to an oversight where CTFBotMedicHeal::IsGoodUberTarget( CTFPlayer who* )
always returns false, non-übered medic bots will not stick to their current patient regardless if they have über ready.
Confirm:Does this still happen in game? [todo tested in ?]
In MvM medic bots will not attack, unless if marked to be part of a squad in the popfile.
Sniper
Info
Preferred Weapon
|
Primary
|
Threat Value
|
0.4
|
Medic Bot Priority
|
None
|
Sniper bots typically look around for up to tf_bot_sniper_spot_max_count Sniper Spots (func_tfbot_hints with hint KV set to 0)[confirm] (or the Vantage point) that are atleast tf_bot_sniper_spot_epsilon units away from adjacent sniper spots and attack from those areas. They search for tf_bot_sniper_spot_search_count sniper spots per update frame. However if an enemy gets close to them, the Sniper bot will fight them and then try to retreat to their goal. If the threat is closer than 750hu, then Sniper bots will use their secondary weapon.
When aiming through their primary, Sniper bots choose a target part to hit based on their skill level and take 0.5 to 1.5 seconds to adjust their aim. Expert and Hard bots will aim for the head, normal bots will aim between the head and body, and easy bots will just aim for the body. If Sniper bots have the Huntsman equipped, then they will fire in an arc effected by tf_bot_arrow_elevation_rate, and aim for the same body parts.
Todo: Explain error angle and radius.
Sniper bots will stay tf_bot_sniper_spot_point_tolerance units away from an enemy capture point, while they'll stay within this range in an ally capture point.
Spy
Info
Preferred Weapon
|
Primary and Melee
|
Threat Value
|
0.6
|
Medic Bot Priority
|
None
|
Spy bots typically lurk around hiding spots[confirm]. They prefer to use their melee weapon if the target is closer than tf_bot_spy_knife_range units to the spy. If their target is further than tf_bot_spy_change_target_range_threshold units away, Spy bots will choose another target that is closer than that distance.
They are suspected by enemies if they collide with an enemy for more than tf_bot_suspect_spy_touch_interval seconds.
Combat
If they kill a victim, a bot has tf_bot_taunt_victim_chance chance to perform a taunt.
Bots will stay in combat until:
- They have less than 20% max ammo left.
- They need to do a full reload and they are Hard or Expert bots.
- Their friend score is lower than the foe score.
- Their health percentage is lower than tf_bot_health_critical_ratio.
Bots will search for health kits and dispensers when their health is lower than tf_bot_health_ok_ratio or they are on fire, they are not in combat, and a healer is not healing them already. The range that bots will hunt for health in is
searchRange = tf_bot_health_search_far_range + (current health / max health) * (tf_bot_health_search_near_range - tf_bot_health_search_far_range );
Bots won't try to get health in the Mann Vs. Machine gamemode.
Threat Level
Confirm:Does this mechanic still exist?
Threat levels are scores used to determine how dangerous something is. This value is between 0 (no danger) and 1 (immediate danger). The following actions give a certain threat level:
Threat
|
Value
|
Enemy (Class)
|
Varied
|
Übered enemies
|
1
|
Level 3 Sentry
|
1
|
Level 2 Sentry
|
0.8
|
Level 1 Sentry
|
0.6
|
Enemies further than tf_bot_sniper_personal_space_range units from a Sniper
|
0
|
Typically the threat level is stored in two variables: the friend score and the foe score. These scores are determined through accumulating the threat level of every visible known ally and enemy respectively. Bots will try to retreat if the friend score is lower than the foe score.
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 Halenav_gen_cliffs_approx
- 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
Keyvalues
TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls

- 2: RED

- 3: BLU/Robots

- 5: Halloween Bosses (only in
) !FGD
Inputs
- IgnitePlayer <integer>
Ignites the entity with a specified lifetime and causes a reaction (sound and speech).
- ExtinguishPlayer
Extinguishes the entity.
- BleedPlayer <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 <string>
Set a custom entity model without animations.
- SetCustomModelOffset <vector>
Set a custom model position on the entity.
- SetCustomModelRotation <vector>
Set a custom model rotation on the entity.
- ClearCustomModelRotation
Clears the custom model rotation.
- SetCustomModelRotates <boolean>
Set if the custom model rotates or not to the entity's angles.
- SetCustomModelVisibleToSelf <boolean>
Set if the custom model is visible to the entity, in thirdperson.
- SetForcedTauntCam <boolean>
Forces the player into thirdperson mode.
- SpeakResponseConcept <string>
Forces the player to speak the specified response concept, an example being halloweenlongfall
.
- TriggerLootIslandAchievement
[Todo].
- TriggerLootIslandAchievement2
[Todo].
- RoundSpawn
[Todo].
- SetTeam <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 <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.
Outputs
See Also