Cs 1.6 Bots

Counter Strike 1.6 - Z-Bot. Z-bots offers different commands including adjusting bot difficulty levels, weapons, controls, numbers, navigation commands, and more.
Download: ZBot - CS Bots.

Before You start installing Zbot it might be a good idea to backup your current settings just in case. Either backup your entire cstrike folder or just the file "liblist.gam" (this is where the changes are made). Unzip the entire content of the zip to your Counter-Strike folder.

  • Should look something like this:.
  • /SteamApps/[email protected]/Counter-Strike/. You will be asked to replace some files, including liblist.gam.
  • Replace all files. You have now installed Zbot! Now just start Counter-Strike, make a New Game.

Main features

This is done either with the console or by pressing "H". Pressing "H" will bring up the command menu. If you prefer the console, commands are listed below. When the first bot joins the. Changing command menu button. By default the command menu is bound to "H". To change this bring up the console and type:. bind "button" "+commandmenu".

Play against bots controlled by AI

Causes a bot to be added to the game. "bot_add" will add a bot to the team specified by the "bot_join_team" cvar. "bot_add_t" and "bot_add_ct" forces the bot onto the respective teams. This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be killed. This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be kicked.

These commands are shortcuts that set the bot_allow_* cvars accordingly. bot_difficulty [0-3]. This cvar determines the difficulty of all newly created bots (existing bots will retain the difficulty setting they were created with). Zero = easy, 1 = normal, 2 = hard, 3 = expert. Difficulty values higher than 3 are reset to 3.

Setting this cvar to a nonzero value will cause the given number of bots to be maintained in the game. If a bot is kicked, a new bot will be added to maintain the quota. To disable the quota, set it to zero. will be prefixed to all subsequently added bot names. This is useful for "clan-tagging" bots. bot_join_team [ct, t, any]. Determines which team the bots will join. bot_join_after_player [0,1]. If nonzero, the bots will wait to join the game until at least one human player has joined.

All of the "bot_allow" cvars can be either 0 or 1. If zero, the bots will not buy or use the given category of weapon. bot_allow_rogues [0,1]. If nonzero, allows bots to occasionally "go rogue". Rogue bots just "run and gun", and will respond to all radio commands with "Negative".

NAVIGATION MESH EDITING. Each of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing. CAUTION: There is no "undo" operation. Save your navigation mesh often. Marks the currently selected nav area for later operations. Deletes the currently selected nav area. Splits the currently selected nav area into two new nav areas, along the white split line. Merges the currently selected nav area and a previously marked nav area into a new, single nav area. The merge will only occur if the two areas are the same size along the merge line.

Creates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. For most areas, you will want to connect the areas in both directions. However, for some "jump down" areas, the bots can move one way, but cannot get back the other. Disconnects ALL connections from the currently marked area to the currently selected area. These two commands allow the creation of new nav areas. "bot_nav_begin_area" marks one corner of the area. "bot_nav_end_area" marks the opposite corner of the area and creates it. To cancel the operation, issue a "bot_nav_begin_area" command again. Creates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. This command is especially useful for creating sloped nav areas. Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.

Flags the currently selected area as "jump". This is a hint to the bots that they should jump to traverse this area. NAVIGATION MESH PROCESSING. Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes based on the size and complexity of the map. NOTE: This command requires one bot to be in the game. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze. Saves the current navigation mesh to disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.

Clears the current navigation mesh, and loads it from disk. NAV MESH EDITING. bot_nav_edit [0,1]. Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode has been activated, the bot_nav_* commands can be used.

Counter-Strike: Condition Zero

This value determines how high above the ground to draw the "nav mesh" when in nav edit mode.

If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. The default value is 4. bot_quicksave [0,1]. If nonzero, the analysis phase of map learning will be skipped. This is useful when iteratively hand-tuning nav files.

Note that withough this analysis, the bots will not look around the world properly. Force all bots to walk (disallow running). If nonzero, all bots will stop moving and responding. bot_show_nav [0,1]. If nonzero, the nav mesh near each bot is drawn. bot_show_danger [0,1]. If nonzero, the "danger" in each nav area is draw as a vertical line. Blue lines represent danger for CTs, and red lines are danger for Ts. Used for internal debugging of bot navigation. Used for internal debugging of bot behavior.

Displays the bot version number, and information about the bot's author. Causes one bot in the map to move to the center of the currently marked area. This is useful for testing the walkability of specific portions of the navigation mesh. If you made a backup of your liblist.gam just move it back to your /cstrike folder and replace the current one.

If you didn't make a backup open liblist.gam with wordpad/notepad. gamedll "dllszbotcz.dll". Replace that line with. gamedll "dllsmp.dll". Save and close Wordpad/Notepad.

Counter-Strike: Source

The uninstall is now complete. However, the Zbot files are still there, but not used. So if you want to install Zbot again just reverse the procedure. The fans of Counter Strike 1.6, the multiplayer shooter that marked an era, have something to celebrate as they can continue playing this game thanks to this bot without requiring an Internet connection.

OK, so this Counter Strike 1.6 Z-Bot isn't an ordinary CS.. in other words: we're not going to play against real-life players. What we're going to do is play against bots controlled by means of artificial intelligence. The truth is that it's a good way to continue playing this game that is no longer supported. It's not exactly the same.. but it's similar. This Counter Strike in particular, for which you won't need to have a Steam account, comes along with the following features:. Bot customization.

Set the level of difficulty. Configure the number of opponents that you have to fight against. Define the controls. Establish what kind of weapons your enemies will use.

However, to play this mod you still need to get hold of the full CS 1.6. Definitely the most acclaimed version.

According to its fans, it's even better than CS Nexon Zombies, Counter Strike Global Offensive, Counter Strike 1 & 2 or Counter Strike Source.

Requires Counter Strike 1.6.

Unlike older Counter-Strike games, bots will often form a group instead of traversing through the map by themselves if they won the previous round. However, bots that lost the previous round will either camp and/or split up.

Counter-Strike: Global Offensive

The bot system has been greatly improved, notably the navigation system. Moreover, the behavior for the bots has been adapted to the Arsenal, Deathmatch, and the updated hostage rescue modes respectively.

A new difficulty added is the harmless setting, in which the bots will not fire at enemies (Occasionally, harmless bots will fire at windows and doors to break them down and let them go through). However, this disables all achievements.

On easier difficulties, the accuracy of bots armed with the assault rifles has been improved as well. Even at long range, they are now able to kill enemies effectively if they are armed with rifles. However, this is compensated by having a longer aiming time before bots will open fire.

Meanwhile, bots on higher difficulties have been downgraded. The AI is unable to aim perfectly at enemies, even if their skill is set to expert, as bots will now aim comparably slower than in earlier games. Sometimes, their aim also tends to oscillate unpredictably; this is due to a number of new variables that are accessible in the bot profile database (botprofile.db). Furthermore, bots will always aim for the lower torso even if the enemy is behind cover, unlike in previous games where they will aim at exposed areas like the head. Bots armed with SMGs are quite ineffective as well because they always fire in bursts and never spray bullets.

Unlike in previous games where bots will often crouch against enemies, bots will now often refrain from crouching in most cases. Instead, bots on higher difficulties will now use "pop 'n hide" tactics against any enemies at some ranges unless they are against enemies that are armed with weak weapons like shotguns at long ranges.

A new feature implemented is that dead human players can take control of bots on their respective team, as long as the bot is not already being controlled by another player. However, stats, money, and obtained weapons will only be awarded to the bot and not the player controlling the bot. The player cannot return to spectating after starting to control a bot.

Unlike in Counter-Strike: Source, where all bots will group as an entire team to complete their missions, bots in CS:GO will sometimes split half of the team (mostly 5 per group).

In multiplayer servers, bots will appear to fill in empty positions until new human players arrive. By default, the difficulty for these bots is set to Normal. In Competitive mode, the bot difficulty is normally set to Easy.

Normally, when playing offline with bots, the game will start with a total of 9 bots for both teams (5 players on each team). Unlike older games, the number of bots in the game cannot be selected in a menu. However, the player can add more bots at any time by using the console command bot_add for a maximum of 10 players on each team (including the player). Like in Condition Zero and Source, the player can add a specific bot by typing bot's name behind "bot_add"(e.g. Ian, the sniper bot). See the page below for all bot names.

A player can also use bot_add_ct or bot_add_t to add bots directly to individual teams. However, the game will not allow more than 2 extra bots on a single team to prevent team stacking. If you wish to bypass this, you need to type the commands mp_limitteams 99 and mp_autoteambalance 0 into the console.

At any time, a player can remove bots from the game by using the bot_kick console command. If a bot name is not specified, all bots will be removed from the game.

One can also use bot_kill during a match. Though this is considered to be a cheat command, hence it requires sv_cheats to be set to 1.

If a Terrorist player gives their C4 to a bot, they can retrieve it by pressing the Use key (default "E") on the bot.

Since doors can be destroyed like in Left 4 Dead, bots will often shoot doors if a door still blocks their way after opening. However, doors cannot be fully destroyed by gunfire (shooting it will only make holes) and they will slowly be destroyed after a bot has collided with the door(s) long enough.

Bots will not normally buy weapons that were added in updates/patches. This includes the USP-S, the CZ75-Auto, the R8 Revolver, the MP5SD, and the M4A1-S. Furthermore, all their weapons have the default skins.

Most of the time (75% chance), bots obey radio commands called out by human players such as, 'Hold This Position' and 'Follow Me'. These commands can be used to stop the bot from rushing into a site and dying instantly.

Using Bots in Custom Maps

For newly compiled maps played in Condition Zero or Source, the game will automatically search the map for walkable spaces for the bots to use. The compiled information is then stored in a NAV file for the server to use.

Sometimes, bots would still not be able to function properly in custom maps as they may struggle in navigating properly. In this case, it may be recommended in adding console commands to restrict or toggle certain areas that require a certain type of movement.

Depending on the size of the map, it may take about 5-10 minutes to finish auto-way pointing. However, in Source, it has an improved auto-way pointing system although it will usually ignore shortcuts that is often used by human players.

Some custom maps are restricted for human players only. If bots are added in such maps (e.x. "surf" type), they may not be able to walk around efficiently and sometimes they may commit suicide if they enter a location that is tagged with "trigger_hurt" (bots will ignore that entity and will walk blindly into it).

Bot Options (Prior to Global Offensive)

Prefix
Similar to clan tags specifically used by all bots.
Default: [Bot]
Difficulty
Easy, Normal, Hard, or Expert
Use Weapons
Whether or not Bots are allowed to use specific weapons.
If any of the checkboxes are unchecked, the bots will not use that specific weapon.
If all checkboxes are unchecked, the bots will only use Knife.
Bot Radio Chatter
How much should bots use radio communication
  • Normal ― Use quotes such as "Nice shot, sir." and "We owned them!"
  • Minimal ― Not use many quotes, only in major occasions
  • Standard Radio ― Use only quotes from voice communication menus like "Enemy spotted" and "Get in position and wait for my go."
  • Off ― No radio communication
Bots Join Team
Which team should Bots join. If set to Random, the bots will try to balance the teams.
Bots join after a player joins
Whether bots will enter the game when a player joins or stay and play themselves.
Bots defer goals to humans
If enabled, bots will leave it up to players to complete objectives, like rescuing the hostages or planting/defusing the bomb. If all human players are dead, bots will complete objectives themselves.
Bots can go rogue
If enabled, some bots may say some negative radio commands and do other objectives.
If disabled, all bots will say positive radio commands given by human players or other bots, except snipers and some human-player exclusive commands.

NOTE: Some maps may not allow Bots to work correctly with this on.

Weapon Preference

From normal difficulty and onward, some bots have their own weapon preference. The preference of a bot can be seen in the file BotProfile.db in the Counter-Strike directory, which can be opened with Notepad. Note that all easy bots will use random weapons as they have no weapon preference.

Unless the Bot has a secondary weapon preference, they will always prioritize buying Kevlar + Helmet during first round if the start money is set to $800. If the bot survives the first round and provided they have the money to purchase a primary (preferred) weapon, they will buy a random secondary weapon regardless of their preferred weapon and a HE Grenade. In addition bots will never eco and always purchase the most powerful (preferred) weapon they can get.

If a more powerful preferred weapon is present within their proximality and provided the said bot is not recently in combat, the bot will pick-up the preferred weapon when they can.

Earlier Counter-Strike Games

Bots that often use standard assault rifles. They prefer M4A1 than AK-47.

  1. M4A1 (CT)
  2. AK-47 (T)
  3. FAMAS (CT) (If they cannot afford the M4A1.)
  4. Galil (T) (If they cannot afford the AK-47.)
  5. MP5 (If they cannot afford any assault rifles.)

Bots that often use standard assault rifles in their team. They prefer AK-47 than M4A1.

  1. AK-47 (T)
  2. M4A1 (CT)
  3. Galil (T) (If they cannot afford the AK-47.)
  4. FAMAS (CT) (If they cannot afford the M4A1.)
  5. MP5 (If they cannot afford any assault rifles.)

Bots that use assault rifles that are equipped with a scope. Both template prefers AUG and they do not make use of scope.

  1. AUG (CT)
  2. SG 552 (T)
  3. FAMAS (CT) (If they cannot afford the AUG.)
  4. Galil (T) (If they cannot afford the SG552.)
  5. MP5 (If they cannot afford any assault rifle.)

Bots that use sniper rifles.

  1. SG 550 (CT)
  2. G3SG1 (T) (Sniper bots never buy this sniper rifle; they will only pick this weapon up if they are armed with a Scout.)
  3. Scout (If they cannot afford the aforementioned sniper rifles.)
  4. FAMAS (CT) (If they cannot afford any sniper rifle.)
  5. Galil (T) (If they cannot afford any sniper rifle.)
  6. MP5 (If they cannot afford any sniper rifle or assault rifle.)

Bots that use heavier weapons and spray bullets quite often to pin enemies or provide suppressive fire.

  1. XM1014 (If they cannot afford the M249.)
  2. M3 (If they cannot afford the XM1014.)
  3. FAMAS (CT) (Bot may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)
  4. Galil (T) (Bots may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)
  5. MP5 (If they cannot afford the M3.)

Bots that use shotguns.

  1. M3 (If they cannot afford the XM1014.)
  2. FAMAS (CT) (Bots may pick up this weapon if their current weapon is not in their preference list, but they never buy it.)
  3. Galil (T) (Bots may pick up this weapon if their current weapon is not in their preference list, but they never buy it.)
  4. MP5 (If they cannot afford any shotgun.)

Bots that use the Tactical Shield, counter-terrorists only. If the Shield is prohibited, their weapon preference is similar to Rifle. This is removed in Counter-Strike: Source.

  1. M4A1 (If the Shield is prohibited.)
  2. AK-47 (If this rifle is found while wielding a FAMAS or Galil.)
  3. FAMAS (If they cannot afford the M4A1 while the shield is prohibited.)
  4. Galil (If this rifle is discovered while wielding a MP5 or a FAMAS.)
  5. MP5 (If they cannot afford the Shield or any assault rifle (if the shield is prohibited.)

Bots that use submachine gun which are more effective for spraying bullets while being ineffective for firing in bursts.

  1. TMP (CT) (If they cannot afford the P90.)
  2. MAC-10 (T) (If they cannot afford the P90.)
  3. MP5 (Bots may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)

Counter-Strike: Global Offensive

Bots that often use standard assault rifles. They prefer M4A4 than AK-47.

  1. M4A4 (CT)
  2. AK-47 (T)
  3. FAMAS (CT) (If they cannot afford the M4A4.)
  4. Galil AR (T) (If they cannot afford the AK-47.)
  5. MP7 (If they cannot afford any assault rifles.)

Bots that often use standard assault rifles in their team. They prefer AK-47 than M4A4.

  1. AK-47 (T)
  2. M4A4 (CT)
  3. Galil AR (T) (If they cannot afford the AK-47.)
  4. FAMAS (CT) (If they cannot afford the M4A4.)
  5. MP7 (If they cannot afford any assault rifles.)

Bots that use assault rifles that are equipped with a scope. Both template prefers AUG and they do not make use of scope.

  1. AUG (CT)
  2. SG 553 (T)
  3. FAMAS (CT) (If they cannot afford the AUG.)
  4. Galil AR (T) (If they cannot afford the SG 553.)
  5. MP7 (If they cannot afford any assault rifle.)

Bots that use sniper rifles.

  1. SCAR-20 (CT) (Sniper bots never buy this sniper rifle; they will only pick this weapon up if they are armed with a SSG 08.)
  2. G3SG1 (T) (Sniper bots never buy this sniper rifle; they will only pick this weapon up if they are armed with a SSG 08.)
  3. SSG 08 (If they cannot afford the aforementioned sniper rifles.)
  4. FAMAS (CT) (If they cannot afford any sniper rifle.)
  5. Galil AR (T) (If they cannot afford any sniper rifle.)
  6. MP7 (If they cannot afford any sniper rifle or assault rifle.)

Bots that spray bullets quite often to pin enemies or provide suppressive fire.

  1. XM1014 (If they cannot afford the M249.)
  2. Nova (If they cannot afford the XM1014.)
  3. FAMAS (CT) (Bot may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)
  4. Galil AR (T) (Bots may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)
  5. MP7 (If they cannot afford a M249 and any shotgun.)

Bots that use shotguns.

  1. Nova (If they cannot afford the XM1014.)
  2. FAMAS (CT) (Bots may pick up this weapon if their current weapon is not in their preference list, but they never buy it.)
  3. Galil AR (T) (Bots may pick up this weapon if their current weapon is not in their preference list, but they never buy it.)
  4. MP7 (If they cannot afford any shotgun.)

Bots that use submachine gun which are more effective for spraying bullets while being ineffective for firing in bursts.

  1. MP9 (CT) (If they cannot afford the P90.)
  2. MAC-10 (T) (If they cannot afford the P90.)
  3. MP7 (Bots may pick this weapon up if their current weapons are not in their preference list, but they never buy it.)

Bot Statistics

  • Skill: 0
  • Aggression: 20
  • Reaction time: 0.50 seconds
  • Attack delay: 1.50 seconds
  • Difficulty: Easy
  • Skill: 25
  • Aggression: 30
  • Reaction time: 0.40 seconds
  • Attack delay: 1.00 seconds
  • Difficulty: Easy and Normal
  • Skill: 50
  • Aggression: 50
  • Reaction time: 0.40 seconds
  • Attack delay: 0.70 seconds
  • Difficulty: Normal
  • Skill: 60
  • Aggression: 60
  • Reaction time: 0.30 seconds
  • Attack delay: 0.35 seconds
  • Difficulty: Normal and Hard
  • Skill: 75
  • Aggression: 75
  • Reaction time: 0.25 seconds
  • Attack delay: 0.00 seconds
  • Difficulty: Hard
  • Skill: 80
  • Aggression: 80
  • Reaction time: 0.25 seconds
  • Attack delay: 0.00 seconds
  • Difficulty: Hard
  • Skill: 90
  • Aggression: 90
  • Reaction time: 0.20 seconds
  • Attack delay: 0.00 seconds
  • Difficulty: Expert
  • Skill: 100
  • Aggression: 100
  • Reaction time: 0.20 seconds
  • Attack delay: 0.00 seconds
  • Difficulty: Expert
  • All of their teammate statistic is set to 75.

    Bot Skins

    In Condition Zero and Source, all bots, except for those in the "Easy", "Fair", and "Expert" categories, will always pick a certain faction skin, their presets based on their numbering in the faction select menu.

    • Skin = 1: SEAL Team 6 / Phoenix Connexion
    • Skin = 2: GSG-9 / Elite Crew
    • Skin = 3: SAS / Arctic Avengers
    • Skin = 4: GIGN / Guerilla Warfare
    • Skin = 5: Spetsnaz / Midwest Militia (Only for Condition Zero)

    Note that these do not apply to the Xbox Counter-Strike and Global Offensive, as the faction is dependent on the map.

    Bot Names (XBOX, Condition Zero, Source, and Global Offensive)

    This section is about bots that appear in multiplayer mode. For the bots that appear in Tour of Duty mode, see the List of Tour of Duty CT Bots and List of Tour of Duty Terrorist Bots.

    Names in italics are exclusive to CS:GO. Bot names are prefixed with "Bot" in most situations.

    EasyFairNormalToughHardVery HardExpertElite
    • Albert
    • Allen
    • Bert
    • Bob
    • Cecil
    • Clarence
    • Elliot
    • Elmer
    • Ernie
    • Eugene
    • Fergus
    • Ferris
    • Frank
    • Frasier
    • Fred
    • George
    • Graham
    • Harvey
    • Irwin
    • Larry
    • Lester
    • Marvin
    • Neil
    • Niles
    • Oliver
    • Opie
    • Ryan
    • Toby
    • Ulric
    • Ulysses
    • Uri
    • Waldo
    • Wally
    • Walt
    • Wesley
    • Yanni
    • Yogi
    • Yuri
    • Alfred
    • Bill
    • Brandon
    • Calvin (Spray)
    • Dean
    • Dustin
    • Ethan
    • Harold
    • Henry
    • Irving
    • Jason
    • Jenssen (Spray)
    • Josh
    • Martin
    • Nick
    • Norm
    • Orin
    • Pat
    • Perry
    • Ron
    • Shawn
    • Tim
    • Will
    • Wyatt
    • Adam (Rifle)
      (Skin: 1)
    • Andy (PunchT)
      (Skin: 2)
    • Chris (Skin: 3)
    • Colin (Skin: 4)
    • Dennis (Shield)
      (Rifle)
      (Skin: 1)
    • Doug (Skin: 2)
    • Duffy (Sniper)
    • Gary (Skin: 3)
    • Grant (Skin: 4)
    • Greg (Skin: 1)
    • Ian (Sniper)
      (Skin: 3)
    • Jerry (Skin: 4)
    • Jon (Skin: 1)
    • Keith (Skin: 2)
    • Mark (Skin: 4)
    • Matt (Skin: 1)
    • Mike (RifleT)
      (Skin: 2)
    • Nate (Skin: 4)
    • Paul (Skin: 3)
    • Scott (Skin: 1)
    • Steve (Skin: 2)
    • Tom (Skin: 3)
    • Yahn (Skin: 4)
    • Adrian (Sniper)
      (Skin: 3)
    • Bank (Sniper)
    • Brad (Rifle)
      (Skin: 1)
    • Connor (Rifle)
      (Skin: 2)
    • Dave (RifleT)
      (Skin: 4)
    • Dan (Skin: 1)
    • Derek (Rifle)
      (Skin: 2)
    • Don (Shotgun)
      (Skin: 4)
    • Eric (Rifle)
      (Skin: 1)
    • Erik (RifleT)
      (Skin: 2)
    • Finn (Rifle)
      (Skin: 4)
    • Jeff (Skin: 1)
    • Kevin (Rifle)
      (Skin: 2)
    • Reed (RifleT)
      (Skin: 4)
    • Rick (Rifle)
      (Skin: 2)
    • Ted (Skin: 1)
    • Troy (Rifle)
      (Skin: 2)
    • Wade (RifleT)
      (Skin: 4)
    • Wayne (Rifle)
      (Skin: 1)
    • Xander (RifleT)
      (Skin: 2)
    • Xavier (Rifle)
      (Skin: 4)
    • Brian (Rifle)
    • Chad (Rifle)
      (Skin: 1)
    • Chet (RifleT)
      (Skin: 2)
    • Gabe (Spray)
      (Skin: 4)
    • Hank (Shotgun)
      (Skin: 1)
    • Ivan (RifleT)
      (Skin: 2)
    • Jim (Punch)
      (Skin: 4)
    • Joe (PunchT)
      (Skin: 1)
    • John (Rifle)
      (Skin: 2)
    • Tony (Rifle)
      (Skin: 4)
    • Tyler (PunchT)
      (Skin: 1)
    • Victor (Rifle)
      (Skin: 2)
    • Vladimir (Sniper)
      (Skin: 3)
    • Zane (Spray)
      (Skin: 4)
    • Zim (Rifle)
      (Skin: 2)
    • Cory (Power)
      (Skin: 1)
    • Quinn (Sniper)
      (Skin: 3)
    • Seth (Rifle)
      (Skin: 2)
    • Vinny (RifleT)
      (Skin: 4)
    • Arnold (RifleT)
    • Brett (Rifle)
    • Kurt (Punch)
    • Kyle (Sniper)
    • Moe (Shotgun)
    • Quade (Rifle)
    • Quintin (Rifle)
    • Ringo
    • Rip (PunchT)
    • Zach (Rifle)
    • Cliffe (Rifle)
      (Skin: 1)
    • Crusher (Shotgun)
      (Skin: 4)
    • Gunner (RifleT)
      (Skin: 1)
    • Minh (Spray)
      (Skin: 2)
    • Garret (Punch)[1]
    • Pheonix (Punch)
      (Skin: 4)
    • Ridgway (Punch)
    • Rock (Power)
      (Skin: 2)
    • Shark (PunchT)
      (Skin: 4)
    • Steel (RifleT)
      (Skin: 1)
    • Stone (PunchT)
      (Skin: 4)
    • Wolf (Rifle)
      (Skin: 2)
    • Vitaliy (Sniper)[2]
    • Zed (Sniper)
      (Skin: 3)

    Co-op Strike and Guardian Bot Names from Global Offensive

    • Expert
    • Phoenix (Phoenix Compound)
    • Elite Phoenix (Phoenix Compound on hard)
    • Heavy Phoenix (Phoenix Compound, Heavy Phoenix only)
    • Heavy Elite Phoenix (Phoenix Compound on hard, Heavy Phoenix only)
    • Attacker (Guardian, prefix to normal bot name)

    Counter-Strike (Xbox) Exclusive Bots

    • Peter
    • Quentin
    • Xerxes

    Trivia

    • The CS:GO bots use the same AI code of the common infected from the Left 4 Dead series.
    • Bots are unable to distinguish fall damage most of the time and may not be able to climb ladders efficiently. They also lack the ability to interact with switches to open doors, which is persistent throughout the Counter-Strike series (However, some custom bots, like POD bots, can interact with switches).
      • In Source and CS:GO, to accommodate with the changes, bots can now use the interact key to open doors (however, a bot can get stuck between an open door and a wall, especially in CS:GO. To prevent this, the door will automatically become damaged until it is destroyed.).
      • Also, in early games prior to Source, bots may sometimes take routes that will lead them to fall to their deaths. This is most notable in the maps cs_747.
    • If submerged underwater, bots will usually struggle to swim and may even drown.
    • Bots will never use the burst-fire option of the Glock and the FAMAS; instead, they will use semi-automatic mode, unless they pick up a weapon with burst-fire mode already activated. They also do not use the secondary fire (scope) for the AUG or the Krieg 552, but do use the zoom-in functions for the AWP, Schmidt Scout, Krieg 550 Commando, and the D3/AU-1. Due to this, bots armed with sniper rifles will switch to their sidearm when engaging enemies at closer proximity or retreating.
      • However, should an enemy player continue to chase a sniper bot while its sidearm has run out of ammo or has to be reloaded, the bot will fire the sniper rifle at close range without using the scope.
    • In Counter-Strike 1.6, the Terrorist bots will notify each other of the location of where the bomb is planted in bomb defusal maps. In Condition Zero and later games, these quotes were reused for the Counter-Terrorist bots.
    • In Tour of Duty, the CT bots additionally refer to the player as "Commander", alongside "Sir".
    • Generally, allowing the option to allow bots to defer goals to humans is NOT recommended to be enabled if you are playing Counter-Strike for the first time. For instance, CT bots may secure a bombsite with a bomb ticking away, and if a human player is still alive, they will not defuse the bomb even if they have a defusal kit and/or the player is unable to locate the bomb.
      • If this option is enabled, CT bots will say unique quotes such as "Bombsite secure, waiting for you to defuse the bomb", "Sir, defuse the bomb!", "We need you to defuse that bomb, Sir!", and "The hostages are eager to go home, Sir".
    • If the options to allow friendly fire and kill team killers are enabled, bots will say "Oh my God!", "Oh no!", and other negative quotes when a human player dies by using the console command "kill", using a HE Grenade to kill themselves, killing a team member, or suffering the consequences of doing so.
      • If human players inflict damage on friendly bots, they may say "Ouch!", "Hey!", "Hold your fire!", and other quotes.
    • Some bots' names are reused from Valve employees. For example:
      • In Hard difficulty, one of the hard skilled SMG wielding bots is named "Gabe", probably a homage to Gabe Newell, the founder of Valve.
      • In Expert difficulty, two bots are named Cliffe (Rifle) and Minh (SMG) respectively in honor of the Creators of Counter Strike.
      • In Hard difficulty, there is a tough skilled rifle using bot named Dave, the creator of maps Dust, Dust 2, Cobble, etc.
      • In Normal difficulty, there is a random weapon using bot named Chris, the creator of maps Aztec, Inferno, Airstrip, Frantic, etc.
      • In the Elite difficulty, there is a sniper bot named "Vitaliy", one of the devs of CS:GO.
    • Throughout the history of Counter-Strike, many (human) players tend to disown the capability of bots, due to their major differences in their judgement and movement. However, bots can be quite efficient (and perhaps even deadly) if their settings are set at the highest difficulty.
    • If a bot is restricted to purchasing a specific weapon, they may later pick up a weapon (based on their preference) from a dead human player or bot. Depending on their preference, they may also swap their current weapon for one directly given to them by alive players or bots.
    • Bots will only throw one grenade at the beginning of a round. Sometimes, they will do this even though enemy players have not been detected and they may throw it improperly. If friendly fire is enabled, a team member may get killed if bots throw multiple grenades at them.
      • However, should an enemy appear in front of a bot that is wielding a grenade, the bot will throw a grenade at the enemy and quickly switch to a firearm.
      • This bug was fixed during the SteamPipe conversion.
        • In CS:GO, bots equipped with any type of grenade may switch to one of them upon losing sight contact to a close-by enemy. However, they will not switch back to their primary or secondary weapons after retreating to a safe spot unless they have thrown the grenade.
    • In versions prior to Source, on rare occasions, there is a glitch in which a bot may keep firing/attacking non-stop until they see an enemy target. This happens especially on higher difficulties.
      • This glitch happens only for bots that fire pistols rapidly (very hard, expert, and elite skill). It occurs when a bot is engaging enemies while their primary weapons have run out of ammo, switch to a pistol, and retreat from assailants.
      • When this glitch occurs, bots will have a unique shooting behavior. This include firing weapons while running, firing sniper rifles while moving, firing shotguns while reloading, spraying bullets when wielding a pistol (although this is the default combat behavior for expert bots) and reload constantly when the magazine is not out of ammo.
      • This behavior also occurs when an enemy bot is blinded by a flashbang while being attacked.
      • If this happens and a bot with this glitch attempts to plant the bomb, the C4 will not be planted.
      • In CS:GO, a bot may remain crouched for the entire duration of a round. If this happens, they can move unusually fast.
    • Sometimes, an extremely rare glitch happens in which all CT bots will freeze when the C4 has been planted.
    • Should an allied or enemy (human) player touch a bot, the bot will move out the player's way, unless they are equipped with the knife while attacking the player.
    • Bots almost never shoot through surfaces to eliminate enemies. However, Ping Of Death bots will.
    • Bots in easy difficulty do not strafe often when they see a lone enemy player, as they usually crouch or stand still when they attack. However, they will frequently strafe left or right in hard and expert difficulty.
    • Bots typically have no regard to safety of Hostages and will result shooting through hostage to kill an enemy. In addition if a bot manages to arrive at hostage room without encountering enemies while holding HE Grenade. They may suddenly throw it at hostage. Resulting money penalty.
    • If a flashbang blinds a bot, that bot will either crouch, spray bullets, move away from the area, or travel towards a corner.
    • Bots will only use the knife if all firearms and equipment have been restricted, all their weapons have run out of ammo, at the beginning of a round for rushing purposes, or they are attempting to leave a bombsite before the C4 explodes. Bots set on higher difficulty will equip the knife first until they encounter an enemy player or enter an area where combat occurs.
      • However, if a server spawns enemy players close to each other (and an enemy player appears within point blank range), the bot will usually attack/eliminate enemy players with the knife before switching to a firearm (if given enough time). This is quite common in Deathmatch mode in Global Offensive.
      • Furthermore, if a server allows bots to only use grenades and the knife, bots may occasionally switch to a grenade in the middle of the round. If they do, they may sometimes ignore enemies within close range until they throw all grenades or are being assaulted.
    • Bots may sometimes ignore enemy players.
      • For instance, there is a chance that a bot doesn't notice the player while running by them if the player is crouched and not moving.
      • Additionally, in CS:GO, if a CT bot spots a camping Terrorist after the bomb has been planted, it may close in on the bombsite, looking at the player without shooting, unless it gets too close to the player, the player shoots at the bot or switches to another weapon, or it would otherwise be exposed during defusal.
        • This may even happen when the player is moving around and/or directly looking at the bot.
    • Bots rarely switch to their firearms when they attempt to escape from the C4, allowing human players to kill bots with ease. However, they will switch to a firearm again when the C4 has exploded.
      • In Source, bots will switch to a firearm when they approach enemies when the bomb countdown is between 6-10 seconds. Also, they will attack assailants aggressively with the knife rather than escaping when a target is in close proximity with a bot. This tends to occur quite often in Condition Zero.
    • Bots in Source have a different waypoint behavior as they rarely take shortcuts in most maps.
    • Bots don't strafe when they are using sniper rifles.
    • Sniper Bots will rarely buy the G3SG1 or the SCAR-20, as sniper bots prefer the AWP over any semi-auto sniper rifle. However, sniper bots armed with a Scout or SSG 08 will pick up and use semi-auto sniper rifles until they can afford an AWP rifle. Prior to Global Offensive, Counter-Terrorist sniper bots may purchase the SG 550 if they cannot afford the AWP.
      • This is due to weapon priority list. The G3SG1 is more expensive and being placed on 3rd priority means bot has no reason to buy the G3SG1 if the bot can afford the AWP.
    • In GoldSrc games, using bot_kill will cause the console to state: killed self with .
      • In Counter Strike: Source however, it is simply: suicided while headshot sounds may also be heard.
      • In Global Offensive, the console does not state anything when bot_kill has been used, except when playing offline with bots.
      • In all games, if all human players are dead and only bots remain, inputting bot_kill will result in either team winning (unless the bomb is already planted, in which case terrorists will always win). Stalemates are impossible as the server can't handle two or more events at the same time. One will be registered before the others and this includes deaths.
    • In Global Offensive, some responses (most notably ones involving announcing the amount of enemies left) are only announced by bot players, and are not accompanied in chat.

    Gallery

    Counter-Strike Source

    Counter-Strike Global Offensive

    Previous Versions and Beta Content

    Unused Content

    References

    Gameplay Mechanics
    Player
    Controls•Equipment•Footsteps•Hitbox (Headshot) •Movement•Radio Commands•Tagging
    Weapon
    Ammunition•Bullet Penetration•Damage dropoff•Grenades•Inaccuracy•Recoil•Weapons
    Economy
    Multiplayer
    Bot•Coaching•Domination•Friendly fire•Game modes•Kill assist•Maps•Matchmaking•MVP•Overtime•Profile Rank•Team (Spectator) •Team tag•Valve Anti-Cheat (Overwatch) •Voting•Warm-up•Zones
    GUI
    Buy menu•CS:GO 360 Stats•Crosshair•In-game Store•Inventory•Kill Feed•Killer Replay•Main menu•Scoreboard
    Other
    Chicken•Developer console•Fun facts•Holiday•Ladder•Official Hints and Tips•Spray (Graffiti) •Terminology
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