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Mod commands
Dreamy Cecil edited this page Mar 29, 2023
·
17 revisions
This document contains commands that can be entered in console for altering gameplay in some way.
To read about commands for creating or editing a navigation mesh, see this page.
-
MOD_QuickBot()
- quick bot addition (usesBOT_strSpawnName
andBOT_strSpawnTeam
) -
MOD_AddBot(name, AMC filename, team)
- bot addition with custom name and player skin (empty strings for random) and also team (empty string for no team) -
MOD_RemoveBot(name)
- remove bots with a certain name from the game (supports wildcards, e.g.Play*
will removePlayer 1
,Playa
etc.) -
MOD_RemoveAllBots()
- remove all bots from the game -
MOD_BotUpdate()
- update settings for all bots (ifBOT_strBotEdit
isn't blank, only updates bots with that name) -
MOD_BotTeleport()
- teleport all bots to the player (ifBOT_strBotEdit
isn't blank, only teleports bots with that name)
-
BOT_strBotEdit
- name of a bot for editing its settings (leave blank for all bots) -
BOT_strSpawnName
- quick add bots with this specific name -
BOT_strSpawnTeam
- quick add bots in this specific team -
BOT_ResetBotConfig(difficulty)
- reset all bot settings to some difficulty preset
0 - Dummy preset (like Normal, but bots don't shoot and only collect weapons)
1 - Easy preset (bots are pretty inaccurate and not very decisive)
2 - Normal preset (default settings)
3 - Hard preset (bots are really precise)
All other values (such as -1 or 5) default to the "Normal" preset.
For specific bot behaviour customization go to Options -> Advanced options -> Bot Mod Customization
in game (all commands start with BOT_
)
-
MOD_bEntityIDs
- display IDs of all entities nearby (forMOD_NavMeshPointEntity()
) -
MOD_bClientSandbox
- let server clients edit world's NavMesh (only for the server) -
MOD_bBotThoughts
- display bot's thoughts on screen for debugging purposes (only for the server) -
MOD_SetWeapons(weapon type/mask, players)
- change all weapon items or player weapons on the map:
Change weapon type of all CWeaponItems:
weapon type - WeaponItemType index of CWeaponItem entity
players - set to 0
WeaponItemType indices:
1 - Colt
2 - Single shotgun
3 - Double shotgun
4 - Tommygun
5 - Minigun
6 - Rocket launcher
7 - Grenade launcher
8 - Sniper
9 - Flamer
10 - Laser
11 - Chainsaw
12 - Cannon
--------------------------------
Change current player weapons and "Give Weapons" property of all CPlayerMarkers:
weapon mask - binary mask in base 10 (e.g. 148 = 128 + 16 + 4)
players - set to 1
Weapon bits for the mask:
1 - Knife
2 - Colt
4 - Double Colt
8 - Single shotgun
16 - Double shotgun
32 - Tommygun
64 - Minigun
128 - Rocket launcher
256 - Grenade launcher
512 - Chainsaw
1024 - Flamer
2048 - Laser
4096 - Sniper
8192 - Cannon
-
MOD_bCheckEntityNames
- use a slower method for checking entities (by name, rather than internal class) that allows bots to attack enemies (CEnemyBase
) and collect items (CItem
) from external entity packs.- It's not multiplayer synchronized, so if you wish to play with others, every single client should have it in the same state as the server!