• New Bot Commands
    31 replies, posted
I was messing around with bots in TF2 today when I noticed that there were several new bot commands and cvars that I haven't seen before. Here is a list of the ones that I noticed. [code]"bot_debug" = "0" game cheat - Bot debugging. "bot_nav_turnspeed" = "5" game cheat - Rate at which bots turn to face their targets. "bot_nav_wpdistance" = "16" game cheat - Distance to a waypoint within which a bot considers as having reached it. "bot_nav_wpdeceldistance" = "128" game cheat - Distance to a waypoint to which a bot starts to decelerate to reach it. "bot_nav_simplifypaths" = "1" game cheat - If set, bots will skip waypoints if they already see the waypoint post. "bot_nav_useoffsetpaths" = "1" game cheat - If set, bots will generate waypoints on both sides of portals between waypoints when building paths. "bot_nav_offsetpathinset" = "20" game cheat - Distance into an area that waypoints should be generated when pathfinding through portals. "bot_nav_usefeelers" = "1" game cheat - If set, bots will extend feelers to their sides to find & avoid upcoming collisions. "bot_nav_recomputetime" = "0.5" game cheat - Delay before bots recompute their path to targets that have moved when moving to them. "bot_com_meleerange" = "80" game cheat - Distance to a target that a melee bot wants to be within to attack. "bot_com_wpnrange" = "400" game cheat - Distance to a target that a ranged bot wants to be within to attack. "bot_com_viewrange" = "2000" game cheat - Distance within which bots looking for any enemies will find them. "cc_bot_selectweapon" game cheat - Force a bot to select a weapon in a slot. Usage: bot_selectweapon <bot name> <weapon slot> "bot_drop" game cheat - Force the specified bot to drop his active weapon. Usage: bot_drop <bot name> "bot_moveto" game cheat - Force the specified bot to move to the point under your crosshair. Usage: bot_moveto <bot name> [/code] There also seems to be some new commands involving navigation meshes, which tell the bots which areas in the map that they are able to move around in. [code]"nav_coplanar_slope_limit" = "0.99" game "nav_split_place_on_ground" = "0" game - If true, nav areas will be placed flush with the ground when split. "nav_area_bgcolor" = "0 0 0 30" game - RGBA color to draw as the background color for nav areas while editing. "nav_corner_adjust_adjacent" = "18" game - radius used to raise/lower corners in nearby areas when raising/lowering corners. "nav_update_blocked" game - Updates the blocked/unblocked status for every nav area. "nav_check_floor" game - Updates the blocked/unblocked status for every nav area. "nav_show_area_info" = "0.5" game - Duration in seconds to show nav area ID and attributes while editing "nav_snap_to_grid" = "0" game - Snap to the nav generation grid when creating new nav areas "nav_create_place_on_ground" = "0" game - If true, nav areas will be placed flush with the ground when created by hand. "nav_check_file_consistency" game cheat - Scans the maps directory and reports any missing/out-of-date navigation files. "nav_slope_limit" = "0.7" game - The ground unit normal's Z component must be greater than this for nav areas to be generated. "nav_restart_after_analysis" = "1" game - When nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation. "nav_edit" = "0" game cheat - Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. "nav_quicksave" = "0" game cheat - Set to one to skip the time consuming phases of the analysis. Useful for data collection and testing. "nav_show_approach_points" = "0" game cheat - Show Approach Points in the Navigation Mesh. "nav_show_danger" = "0" game cheat - Show current 'danger' levels. "nav_show_player_counts" = "0" game cheat - Show current player counts in each area. "nav_remove_unused_jump_areas" game cheat - Removes jump areas with at most 1 connection to a ladder or non-jump area. "nav_delete" game cheat - Deletes the currently highlighted Area. "nav_delete_marked" game cheat - Deletes the currently marked Area (if any). "nav_split" game cheat - To split an Area into two, align the split line using your cursor and invoke the split command. "nav_make_sniper_spots" game cheat - Chops the marked area into disconnected sub-areas suitable for sniper spots. "nav_merge" game cheat - To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. "nav_mark" game cheat - Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. "nav_unmark" game cheat - Clears the marked Area or Ladder. "nav_begin_area" game cheat - Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. "nav_end_area" game cheat - Defines the second corner of a new Area or Ladder and creates it. "nav_connect" game cheat - To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. "nav_disconnect" game cheat - To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. "nav_splice" game cheat - To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. "nav_crouch" game cheat - Toggles the 'must crouch in this area' flag used by the AI system. "nav_precise" game cheat - Toggles the 'dont avoid obstacles' flag used by the AI system. "nav_jump" game cheat - Toggles the 'traverse this area by jumping' flag used by the AI system. "nav_no_jump" game cheat - Toggles the 'dont jump in this area' flag used by the AI system. "nav_stop" game cheat - Toggles the 'must stop when entering this area' flag used by the AI system. "nav_walk" game cheat - Toggles the 'traverse this area by walking' flag used by the AI system. "nav_run" game cheat - Toggles the 'traverse this area by running' flag used by the AI system. "nav_avoid" game cheat - Toggles the 'avoid this area when possible' flag used by the AI system. "nav_transient" game cheat - Toggles the 'area is transient and may become blocked' flag used by the AI system. "nav_dont_hide" game cheat - Toggles the 'area is not suitable for hiding spots' flag used by the AI system. "nav_stand" game cheat - Toggles the 'stand while hiding' flag used by the AI system. "nav_no_hostages" game cheat - Toggles the 'hostages cannot use this area' flag used by the AI system. "nav_strip" game cheat - Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area. "nav_save" game cheat - Saves the current Navigation Mesh to disk. "nav_load" game cheat - Loads the Navigation Mesh for the current map. "nav_use_place" game cheat - If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. "nav_place_replace" game cheat - Replaces all instances of the first place with the second place. "nav_place_list" game cheat - Lists all place names used in the map. "nav_toggle_place_mode" game cheat - Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. "nav_set_place_mode" game cheat - Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. "nav_place_floodfill" game cheat - Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. "nav_place_pick" game cheat - Sets the current Place to the Place of the Area under the cursor. "nav_toggle_place_painting" game cheat - Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. "nav_mark_unnamed" game cheat - Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. "nav_corner_select" game cheat - Select a corner of the currently marked Area. Use multiple times to access all four corners. "nav_corner_raise" game cheat - Raise the selected corner of the currently marked Area. "nav_corner_lower" game cheat - Lower the selected corner of the currently marked Area. "nav_corner_place_on_ground" game cheat - Places the selected corner of the currently marked Area on the ground. "nav_warp_to_mark" game cheat - Warps the player to the marked area. "nav_ladder_flip" game cheat - Flips the selected ladder's direction. "nav_generate" game cheat - Generate a Navigation Mesh for the current map and save it to disk. "nav_generate_incremental" game cheat - Generate a Navigation Mesh for the current map and save it to disk. "nav_analyze" game cheat - Re-analyze the current Navigation Mesh and save it to disk. "nav_mark_walkable" game cheat - Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. "nav_clear_walkable_marks" game cheat - Erase any previously placed walkable positions. "nav_compress_id" game cheat - Re-orders area and ladder ID's so they are continuous. "nav_show_ladder_bounds" game cheat - Draws the bounding boxes of all func_ladders in the map. "nav_build_ladder" game cheat - Attempts to build a nav ladder on the climbable surface under the cursor. "nav_show_nodes" = "0" game [/code] Most of these commands were already in Counter Strike: Source (and Left 4 Dead I think), but I don't think they were in TF2 before. It seems as if Valve is finally adding bots with AI to TF2. They sneaked in the commands for users to create navigation meshes with the Classless update (this wasn't mentioned anywhere in the change log), but they haven't actually added the AI yet. The bots still don't do anything. Out of curiosity I tried running nav_generate on 2fort, and then turned on nav_edit, and this is what it looks like. [img]http://img269.imageshack.us/img269/940/tf2navmesh.jpg[/img] It only generated the mesh for the Blu spawn for some reason. Using bot_moveto just crashes the game, so it isn't incredibly useful yet. But it shows that Valve was actually working on something useful, instead of just new hats and gameplay tweaks.
Woah, that's cool
[img]http://www.teamfortress.com/classless/hidden/populace/MANNCO.jpg[/img] Perhaps the update is not over.
:q: That is crazy awesome, I wont need to use the shitty RCBots anymore
:D I would love to have TF2 bots, if valve are realy working on this I love them. [editline]07:57PM[/editline] Also notice how they split robot with the - to show BOT out.
[QUOTE=Sh33p;16757660][img]http://www.teamfortress.com/classless/hidden/populace/MANNCO.jpg[/img] Perhaps the update is not over.[/QUOTE] Ooooooooooooooohhhhoooooooooooooooooooooohhoooooooooooooooooooooooooooooo I think we're on to something, Valve did go through a ton of trouble to get hold of the AI guru...
I noticed the ro[b]BOT[/b] thing the minute that page was discovered. I hope they made bots.
Navigation mesh commands have always been in TF2, same with the bot commands.
[QUOTE=EliteGuy;16758215]Navigation mesh commands have always been in TF2, same with the bot commands.[/QUOTE] Yeah, the commands are not very new... I hope they add bots in TF2 :D
[QUOTE=EliteGuy;16758215]Navigation mesh commands have always been in TF2, same with the bot commands.[/QUOTE] I'm not entirely sure about the nav mesh commands, but I'm sure that a lot of those bot commands weren't there before the Classless update, like bot_moveto.
I know they've tweaked around with the bot commands. For instance, I think they took out bot_flipout. Setting that to 3 resulted in them looking up and down and moving in a circle strafing. Then again, it might be leftovers from CS:S
Are you quite sure they weren't in there before?
This game would be hard to make bots for. If valve ended up making the bots actually have good AI, E.G a spy that uncloaks in good areas and chooses appropriate disguises and such. Then that might be the smartest A.I to date. But it is possible. Have the spy bot recognize classes around an area and disguise as one of them is a more simple solution. But this would definitely be, dare I say it, EPIC!
I would love / hate tf2 bots. Instead of having fake player servers, they would have bots. BUT, I only use bots in CSS, so they might be useful for offline play. [editline]09:39PM[/editline] Or if you wanted to play a map that is unpopular then there you go.
[QUOTE=Baxtab;16765869]This game would be hard to make bots for. If valve ended up making the bots actually have good AI, E.G a spy that uncloaks in good areas and chooses appropriate disguises and such. Then that might be the smartest A.I to date. But it is possible. Have the spy bot recognize classes around an area and disguise as one of them is a more simple solution. But this would definitely be, dare I say it, EPIC![/QUOTE] A bot like the spy could determine which areas are good/bad to cloak/decloak based on an "activity map" of sorts like the ones they got on steam showing red as the highest activity/deaths and blue for low activity. Add that to proximity and view checks and it could be quite good.
[url]http://www.facepunch.com/showpost.php?p=16755368&postcount=170[/url] I just knew it. :dance: [QUOTE=ambushsabre;16766125]I would love / hate tf2 bots. Instead of having fake player servers, they would have bots. BUT, I only use bots in CSS, so they might be useful for offline play. [editline]09:39PM[/editline] Or if you wanted to play a map that is unpopular then there you go.[/QUOTE] I just want bots for offline play personally.
[QUOTE=Baxtab;16765869]This game would be hard to make bots for. If valve ended up making the bots actually have good AI, E.G a spy that uncloaks in good areas and chooses appropriate disguises and such. Then that might be the smartest A.I to date. But it is possible. Have the spy bot recognize classes around an area and disguise as one of them is a more simple solution. But this would definitely be, dare I say it, EPIC![/QUOTE] I'd love to make an intricate artificial intelligence like that some day.
[code]"bot_drop" game cheat - Force the specified bot to drop his active weapon. Usage: bot_drop <bot name> [/code] I don't know why that would be in it, since you don't drop weapons in TF2 (only when you die). Seems like a command from CSS. Anyway, nice find, your maybe on to something.
I bet you a hat that i can't trade that this will be in with the soldier update. I think that all the hidden pages are a preview of what is to come in the next class update: TF2 Bots ([url]http://www.teamfortress.com/classless/hidden/populace/[/url]) Trading ([url]http://www.teamfortress.com/classless/hidden/hats/[/url]) Flying vehicle/weapon (aka the Zeppelin) ([url]http://www.teamfortress.com/classless/hidden/enigmatical/[/url]) Ability to increase chance of getting a said hat by killing another player with a hat? ([url]http://www.teamfortress.com/classless/hidden/barbary/[/url]) Anything else?
Yeah, the "Ro-bot" advertisement is probably foreshadowing TF2 bots.
Bot support? Huzzah!
or maybe a player vs "ro-bot" game mode?
[QUOTE=Deadoon v.2;16781323]or maybe a player vs "ro-bot" game mode?[/QUOTE] Sounds like L4D, but in TF2. Zombie Scouts :tinfoil:
$50 says this has to do with that update they promised that would please the machinima community (like me)
[QUOTE=Pandamobile;16784282]$50 says this has to do with that update they promised that would please the machinima community (like me)[/QUOTE] Just that improved source recorder
Maybe the bots will have their own robot like skin. (Like a metal engineer, heavy, spy)
It's going to be a robot.
It could be also an update that the guys at omni-bot were waiting for.
[QUOTE=NotMeh;16757714]:q: That is crazy awesome, I wont need to use the shitty RCBots anymore[/QUOTE] shitty? more like hilarious [media]http://www.youtube.com/watch?v=I6cB2-9WWyk[/media]
cool to play against bots (if that is wat this is). I can use my sentry script :D
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