<-- Gamemplay control -->
bot_chatter 0(off) 1(radio) 2(minimal) 3(normal) -- controls how often the bots use their radios
bot_defer_to_human 0/1 -- bots complete map objectives
bot_difficulty 0(ROFL) 1(easy) 2(medium) 3(hard) -- let's see...
bot_join_after_player 0/1 -- bots wait for a human to join before joining, 0 to allow bots to play without humans
bot_add -- adds a bot to whichever team has fewer players
bot_add_ct -- adds a Counter-Terrorist bot
bot_add_t -- adds a Terrorist bot
bot_kick -- kicks the specified bot, or all bots if no name is given
bot_kill -- kills the specified bot, or all bots if no name is given
bot_prefix: "string" -- defines a Prefix for all bot's names
bot_quota # -- set to # of bots allowed on server
bot_quota_mode normal / fill -- determines the type of quota. Allowed values: 'normal' and 'fill'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota
bot_auto_vacate -- if nonzero, bots will automatically leave to make room for human players
bot_auto_follow -- if nonzero, bots with high co-op may automatically follow a nearby human player
bot_memory_usage -- reports on the bots' memory usage
bot_allow_rouges 0/1 -- if nonzero, bots may occasionally go 'rogue'. Rogue bots do not obey radio commands, nor pursue scenario goals
bot_eco_limit -- if nonzero, bots will not buy if their money falls below this amount.
<-- Weapons control -->
bot_all_weapons
bot_knives_only
bot_pistols_only
bot_snipers_only
bot_allow_grenades 0/1
bot_allow_machine_guns 0/1
bot_allow_pistols 0/1
bot_allow_rifles 0/1
bot_allow_shotguns 0/1
bot_allow_snipers 0/1
bot_allow_sub_machine_guns 0/1
<-- Navigation control -->
sv_cheats 0/1 -- must be set to 1 to enable navigation tuning
nav_quicksave -- set to one to skip the time consuming phases of the analysis. Useful for data collection and testing
nav_generate -- generate a Navigation Mesh for the current map and save it to disk
nav_analyze -- re-analyze the current Navigation Mesh and save it to disk
nav_edit -- set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode
nav_mark_walkable -- 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 -- erase any previously placed walkable positions
nav_load -- loads the Navigation Mesh for the current map
nav_save -- saves the current Navigation Mesh to disk
nav_mark -- marks the Area under the cursor for manipulation by subsequent editing commands
nav_corner_lower -- lower the selected corner of the currently marked Area
nav_corner_raise -- raise the selected corner of the currently marked Area
nav_corner_select -- select a corner of the currently marked Area. Use multiple times to access all four corners
nav_begin_area -- defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue a 'nav_end_area' command
nav_end_area -- defines the second corner of a new Area and creates it
nav_connect -- 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 -- 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_crouch -- toggles the 'must crouch in this area' flag used by the AI system
nav_delete -- deletes the currently highlighted Area
nav_jump -- toggles the 'traverse this area by jumping' flag used by the AI system
nav_merge -- 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_no_jump -- toggles the 'dont jump in this area' flag used by the AI system
nav_precise -- toggles the 'dont avoid obstacles' flag used by the AI system
nav_ahow_approach_points -- show Approach Points in the Navigation Mesh
nav_show_danger -- show current 'danger' levels
nav_splice -- to splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them
nav_split -- to split an Area into two, align the split line using your cursor and invoke the split command
nav_strip -- strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area
bot_crouch 0/1 -- label a marked nav area as a forced crouching point
bot_debug 0/1 -- used for debugging info of bot behavior
bot_freeze 0/1 -- used to freeze all bots; 1 is on, 0 is off
bot_goto_mark -- sends a bot to the selected nav area (for editing nav meshes)
bot_show_nav 0/1 -- shows the bot's nav mesh
bot_stop 0/1 -- same as bot_freeze
bot_traceview 0/1 -- see the bot's field of view while navigating a map.
bot_traceview_extended 0/1 -- new command...
bot_walk 0/1 -- force the bots to walk
bot_zombie 0/1 -- used for playtesting navmeshes.
<-- Painting -->
nav_toggle_place_mode -- toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names
nav_toggle_place_painting -- toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place
nav_place_floodfill -- 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 -- sets the current Place to the Place of the Area under the cursor
nav_use_place -- if used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set
nav_mark_unnamed -- mark an Area with no Place name. Useful for finding stray areas missed when Place Painting