survivor_bot
		
		
		
		
		
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Warning:Trying to spawn survivor_bot using SpawnEntityFromTable script function or by placing him directly in a map will crash the game
Important:Survivor_bot's classname is changed to 
Note:
Note:All 
	
	
		
	
This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected.
If the game has round restart mechanics this entity may not behave as expected.
| SurvivorBot | 
survivor_bot  is a   model entity  available in ![]()
 Left 4 Dead series.
player upon spawningsurvivor_bot classname in-game can be observed on removed bots added back to game with sb_add while they are in their death state before spawningKeyvalues / Inputs / Outputs are same as player.NetProps
- m_humanSpectatorEntIndex <integer>
 - Entity index of the idle human player that owns this bot
 
- m_humanSpectatorUserID <integer>
 - User ID of the idle human player that owns this bot
 
ConVars
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sb_all_bot_game | 0 | Allow a server of nothing but bots | |
| sb_allow_leading | 0 | If nonzero, SurvivorBots can take the lead and won't always wait behind the lead human player | |
| sb_allow_shoot_through_survivors | 1 | Allow SurvivorBots to shoot through fellow survivors | |
| sb_battlestation_give_up_range_from_human | 1500 | ||
| sb_battlestation_human_hold_time | 4 | How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations | |
| sb_close_checkpoint_door_interval | 2 | ||
| sb_close_threat_range | 200 | ||
| sb_combat_saccade_speed | 1000 | ||
| sb_crouch | 0 | Forces survivor bots to crouch | |
| sb_debug_apoproach_wait_time | 5 | How long a SurvivorBot waits once it reaches its debug move-to spot | |
| sb_debug_buddy | 0 | ||
| sb_debug_locomotion | 0 | ||
| sb_debug_retreat | 0 | ||
| sb_debug_team_avoidance | 0 | ||
| sb_dont_bash | 0 | Force SurvivorBots to not bash | |
| sb_dont_shoot | 0 | Force SurvivorBots to not fire their weapons | |
| sb_enforce_proximity_lookat_timeout | 10 | ||
| sb_enforce_proximity_range | 1500 | ||
| sb_escort | 0 | ||
| sb_far_hearing_range | 1500 | ||
| sb_flashlight | 0 | Forces survivor bots to use flashlights (-1 to force off) | |
| sb_follow_stress_factor | 0.5 | ||
| sb_friend_immobilized_reaction_time_expert | 0.5 | How quickly a SurvivorBot realizes a friend has been Pounced or Tongued | |
| sb_friend_immobilized_reaction_time_hard | 1.0 | How quickly a SurvivorBot realizes a friend has been Pounced or Tongued | |
| sb_friend_immobilized_reaction_time_normal | 2.0 | How quickly a SurvivorBot realizes a friend has been Pounced or Tongued | |
| sb_friend_immobilized_reaction_time_vs | 0.5 | How quickly a SurvivorBot realizes a friend has been Pounced or Tongued | |
| sb_friendlyfire | 0 | **Should SurvivorBot bullets hurt other survivors? | |
| sb_hindrance_range | 150 | ||
| sb_hold_position | 0 | Force SurvivorBots to stand still | |
| sb_l4d1_survivor_behavior | 1 | ||
| sb_locomotion_wait_threshold | 10 | ||
| sb_max_battlestation_range_from_human | 750 | ||
| sb_max_scavenge_separation | 750 | SurvivorBots won't scavenge items farther away from the group than this | |
| sb_max_team_melee_weapons | 0 | The total number of melee weapons allowed on the team. 0 = bots never use melee | |
| sb_melee_approach_victim | 0 | ||
| sb_min_attention_notice_time | 0.5 | If someone looks at me longer than this, I'll notice | |
| sb_min_orphan_time_to_cover | 1 | ||
| sb_minigun_distance | 30.0 | ||
| sb_move | 1 | Stop all SurvivorBots from moving | |
| sb_narrow_corridor_width | 100 | ||
| sb_near_hearing_range | 500 | ||
| sb_neighbor_range | 300 | How close a friend needs to be to feel safe | |
| sb_normal_saccade_speed | 350 | ||
| sb_open_fire | 0 | Forces survivor bots to fire continuously | |
| sb_path_lookahead_range | 200 | ||
| sb_perf_collect | 1 | Collect perf for Steam stats | |
| sb_perf_crawl | 0 | If true, survivor bot will be doing a perf-crawl walk through the map | |
| sb_perf_crawl_ang | 5 | Rotation angles at perf-crawl snapshots in the map | |
| sb_perf_crawl_dist | 128 | Distance between perf-crawl snapshots in the map | |
| sb_perf_crawl_time | 1.0 | How much time is spent at each perf-crawl spot/ang in the map | |
| sb_perf_dump | 0 | If true, low perf places will be dumped | |
| sb_perf_dump_bots | namvet, girl, biker, manager | ||
| sb_perf_dump_low | 40 | Low perf threshold | |
| sb_perf_dump_low_dist | 64 | Dump low perf points at least this distance apart | |
| sb_pushscale | 1.0 | ||
| sb_reachability_cache_lifetime | 3 | ||
| sb_reachable_cache_paranoia | 0 | ||
| sb_replacement_interval | 0 | Force SurvivorBots to be replaced after this many seconds for stress testing | |
| sb_rescue_vehicle_loading_range | 300 | How close to the arrival point of the rescue vehicle SurvivorBots try to get | |
| sb_revive_friend_distance | 125.0 | ||
| sb_separation_danger_max_range | 600 | A Survivor teammate this far away needs to be gathered back into the group | |
| sb_separation_danger_min_range | 200 | A Survivor teammate this far away is straying from the group | |
| sb_separation_range | 200 | Desired distance between Survivors | |
| sb_show_threat_areas | 0 | ||
| sb_sidestep_for_horde | 0 | Allow sidestepping left/right to acquire common infected targets | |
| sb_skill | survivor | ||
| sb_stop | 0 | Forces survivor bots to stand still | |
| sb_temp_health_consider_factor | 0.5 | Temporary health is multiplied by this when SurvivorBots consider who needs healing | |
| sb_threat_close_range | 150 | Very close range for threats | |
| sb_threat_exposure_stop | 200000 | ||
| sb_threat_exposure_walk | 50000 | ||
| sb_threat_far_range | 600 | Close enough to be a threat if near several other threats | |
| sb_threat_medium_range | 300 | Too close for comfort, even when neutral | |
| sb_threat_very_close_range | 150 | ||
| sb_threat_very_far_range | 1500 | Too far to be a threat, even for boss infected | |
| sb_toughness_buffer | 15 | How much more SurvivorBots must be hurt to conider themselves equally valid as a healing target | |
| sb_transition | 1 | If true, survivor bots will be used as placeholders for survivors who are still changing levels | |
| sb_unstick | 1 | ||
| sb_use_button_range | 1000 | ||
| sb_use_upgrades | 1 | ||
| sb_vomit_blind_time | 5 | How long Boomer vomit/explosion gore blinds us | 
ConCommands
| Cvar/Command | Parameters or default value | Descriptor | Effect | 
|---|---|---|---|
| sb_add | Add a Survivor Bot. | ||
| sb_force_max_intensity | Force intensity of selected SurvivorBot to maximum level. | ||
| sb_give | Give an item to each Survivor bot | ||
| sb_give_random_weapon | Give a random weapon to each Survivor bot | ||
| sb_move_to_cursor | Sends survivor bots to cursor target | ||
| sb_takecontrol | Take control of a bot. | 
Actions
- L4D1SurvivorBehavior
 - L4D1SurvivorLegsBattleStations
 - L4D1SurvivorMinigunAttack
 
- survivors spawned from info_l4d1_survivor_spawn if sb_l4d1_survivor_behavior cvar is 1
 
- SurvivorApproachMinigun
 - SurvivorAttack
 - SurvivorAttractAndGiveItem
 - SurvivorAttractForItemGive
 - SurvivorBehavior
 - SurvivorCheckpointLeaving
 - SurvivorCheckpointReached
 - SurvivorCloseDoor
 - SurvivorDebugApproach
 - SurvivorDispatchEnemy
 - SurvivorElevatorEnter
 - SurvivorElevatorRide
 - SurvivorEngageTheEnemy
 - SurvivorEscapeFlames
 - SurvivorEscapeLadderAmbush
 - SurvivorEscapeSpit
 - SurvivorFinale
 - SurvivorFinaleBattle
 - SurvivorFinaleEscapeToVehicle
 - SurvivorFinaleInitiate
 - SurvivorFinalePreparation
 - SurvivorFinaleRideVehicleAway
 - SurvivorGiveItem
 - SurvivorHealFriend
 - SurvivorHealSelf
 - SurvivorHelpChokingFriend
 - SurvivorHelpPouncedFriend
 - SurvivorLegsApproach
 - SurvivorLegsApproachElevator
 - SurvivorLegsBattleStations
 - SurvivorLegsCoverFriendInCombat
 - SurvivorLegsCoverOrphan
 - SurvivorLegsEnterRescueVehicle
 - SurvivorLegsMeetRescueVehicleArrival
 - SurvivorLegsMoveOn
 - SurvivorLegsMoveToVantagePoint
 - SurvivorLegsMoveUp
 - SurvivorLegsRegroup
 - SurvivorLegsRetreat
 - SurvivorLegsStayClose
 - SurvivorLegsWait
 - SurvivorLiberateBesiegedFriend
 - SurvivorReactToTongueGrab
 - SurvivorReactToVomitOnFriend
 - SurvivorReactToVomitOnMe
 - SurvivorTakePills
 - SurvivorTankAttacking
 - SurvivorWitchAttacking
 - SurvivorUseObject
 
- ⮤SurvivorAmbushBoomer
 - ⮤SurvivorCollectObject
 - ⮤SurvivorDislodgeVictim
 - ⮤SurvivorGivePillsToFriend
 - ⮤SurvivorRescueBarricadedFriend
 - ⮤SurvivorReviveFriend
 
Events
- OnContact
 
-invoked when bot touches 'other'
- OnSound
 
-when an entity emits a sound.
- OnLostSight
 
-when subject leaves enters bot's visual awareness
- OnOtherKilled
 
-when someone else dies
- OnThreatChanged
 - OnSpokeConcept
 
-when an Actor speaks a concept
- OnAnimationEvent
 
-when a QC-file animation event is triggered by the current animation sequence
- OnNavAreaChanged
 
-when bot enters a new navigation area