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 Zbot for beginers

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AuthorMessage
Dragon
Junior Member
Junior Member
Dragon


Name in Game : [ViP*RiP]Dragon
Number of posts : 21
Registration date : 2009-07-24

Zbot for beginers Empty
PostSubject: Zbot for beginers   Zbot for beginers I_icon_minitimeMon Jul 27, 2009 5:26 pm

Content of the article
* Installation
* Commands
* Uninstall

Installation Zbot

1. Download bots
CS-bg.info | Mirror (second link is a backup)

It is a good idea to back up your current settings for each case. Choose - copy the entire folder cstrike somewhere, or just the file "liblist.gam " because it makes changes.

2. Unarchive
Appears folder cstrike, copy it to your directory where you installed CS-A. Replace existing folder cstrike.

3. Start playing
This is Install successfully Zbot! Now start Counter-Strike, do "New Game ". You will then need to add bots in the game. To do this, use either the console or press the button "H ". As you press it out command menu where you choose what to add bots (tero, counter) and difficulty etc.
If you prefer a console, commands are given below in the article.

When you first log bot, Zbot will analyze the map. Thus, automatically create so-called waypoints. The analysis takes 10sek. to 5 minutes, depending on how large is the map. When the process is completed, Zbot will restart the map and now you're ready to play!

Commands for Zbot

1. Change button command menu
Default menu command is called from the button "H ". To change it, open console and write:
bind "button " "commandmenu "
unbind "H "

2. Commands to bots

BOT CONTROL
bot_add bot_add_t bot_add_ct

With the above commands add bots. "bot_add " bot will add to the team appointed by the "bot_join_team " cvar. "bot_add_t " and "bot_add_ct " bota drive to join that team.
bot_kill

This command accepts the name of the bota, or the word "all " - as it kills all bots.
bot_kick

This command accepts the name of the bota, or the word "all " - where it all kikva bots.
bot_knives_only
bot_pistols_only
bot_snipers_only
bot_all_weapons

These commands are shortkati to adjust bot_allow_ * cvars accordingly.

BOT Control
bot_difficulty [0-3]

This cvar determines the difficulty of all new bots (already added will remain with the difficulty in which they were). 0 = easy, 1 = normal, 2 = difficult, 3 = expert. Values greater than 3 are automatically reduced to 3.
bot_quota

This cvar set of non-zero value will cause a number of bots to be added to the game. If the bot is kiknat new bot is added to fill the quota. To disable the quota, set it to 0.
bot_prefix

Prefiksnat that will be the name of all additions in posledtvie, bots. This is useful for "clan-tagging ".
bot_join_team [ct, t, any]

Determines to which team to join bots.
bot_join_after_player [0,1]

In non-zero value, the bots will wait to join at least 1 person to enter them.
bot_allow_pistols
bot_allow_shotguns
bot_allow_sub_machine_guns
bot_allow_rifles
bot_allow_machine_guns
bot_allow_grenades
bot_allow_snipers
bot_allow_shield

All commands type "bot_allow " can be 0 or 1. At 0, bots will not buy or use a type of weapon.
bot_allow_rogues [0,1]

In value of 1 allows the bots from time to time to become noisy. Rogue bots just run and shoot and meet all radio commands with "Negative ".
--------------------------------------------------------------------------------------
NAVIGATION MESH EDITING
Each of the following commands does bot_nav_ the navigation mesh, allowing hand-tuning of the scientific data automatically. It is recommended that commands be bindnat some buttons for easier editing.
WARNING: No "undo " action (to return back). Save your navigation mesh-s often.

bot_nav_mark
Highlights currently selected nav area for later operations.

bot_nav_delete
Deletes marked nav area.

bot_nav_split
Divide marked nav area into two new nav area-and, with the white split line.

bot_nav_merge
Joining marked nav area with the former marked nav area into a new, single nav area. Coupling will occur only if both area-and in equal size merge on line.

bot_nav_connect
A one-way link from the currently marked area to the selected area, said of bots that can go from the marked area to the selected area. For most area-and will want to contact area-s in both directions. However, some "jump down " area-and bots can move one, and can not return to the other.

bot_nav_disconnect
Diskanektva All connections currently marked area to the currently selected area.

bot_nav_begin_area
bot_nav_end_area
These two commands allow the creation of new nav areas. "bot_nav_begin_area " marked the corner of the area-s. "bot_nav_end_area " marks the opposite corner of the area and it creates. To cancel the operation, run "bot_nav_begin_area " command again.

bot_nav_splice
Creates a new nav area between the marked area at the time and currently selected area, linking new bidirektsionalno Area. This command is especially useful for creating prelivachi and nav area-.

bot_nav_crouch
Indicates the selected area as a "crouch ", asking for bots to crawl (squatter) to pass through it.

bot_nav_jump
Indicates marked as "jump ". This suggests to the bots, we need to jump to cross th area.

NAVIGATION MESH PROCESSING
bot_nav_analyze
Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes depending on the size and complexity of the map.
NOTE: This command requires one bot to the game. The recommended procedure is to keep the mesh-and to add a bot, and quickly enter bot_analyze.

bot_nav_save
Saves the current navigation mesh to disk. Navigation mesh ( "nav " file) is automatically yclept appropriate name on the map. For example, if the card is de_dust.bsp, nav file will be de_dust.nav.

bot_nav_load
Clears the current navigation mesh, and loading from disk.

NAV MESH EDITING
bot_nav_edit [0,1]
Focalize this cvar to 1 allows hand-tuning of navigazionniya mesh of bots. Once edit mode has been activated can be used bot_nav_ * commands.

bot_nav_zdraw
This value determines how high above the ground to be painted "nav mesh "-s under the nav edit mode. If the terrain is very rugged, can be useful uvelichichavaneto this value from 10 to 15. The default is 4.

bot_quicksave [0,1]
In value of 1 analysis phase of the card will be skip. This is useful when manually set the nav files. Note that no analysis bots will not be looking around as needed.

DEBUGGING - deploy Debug
bot_walk [0,1]
Hop all bots to walk (run prohibited).

bot_stop [0,1]
Unit value in all bots will stop moving and responding.

bot_show_nav [0,1]
In unit value and the nav mesh-emerged along each bot.

bot_show_danger [0,1]
In unit value, "danger " in each nav area is marked by a vertical line. Blue lines represent a danger for CT-тата and red - for T th.

bot_traceview
Used for internal deploy Debug of bot navigation.

bot_debug
Used for internal bovedenieto to deploy Debug of bots.


MISC
bot_about
Displays version information about the author of the bots

bot_goto_mark
Makes a bot on the map to move the center of the currently marked area. This is useful for testing the practicability of specific parts of the navigation-ing mesh.

Uninstall of Zbot

If you make a backup copy of liblist.gam just move it back into / cstrike folder and replace the current. If you have not done bekap open liblist.gam in wordpad / notepad.

gamedll "dlls zbotcz.dll "

Replace that line with

gamedll "dlls mp.dll "

Save and close Wordpad / Notepad. Uninstall is complete. However, Zbot files are still there but not used. So if you want to install Zbot, do the opposite of aninstal procedure.


If you make a backup copy of liblist.gam just move it back into / cstrike folder and replace the current. If you have not done bekap open liblist.gam in wordpad / notepad. gamedll "dlls zbotcz.dll " Replace this line with gamedll "dlls mp.dll " Save and close Wordpad / Notepad. Uninstall is complete. However, Zbot files are still there but not used. So if you want to install Zbot, do the opposite of aninstal procedure.
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