Zbot Download

The Zbot needs to be installed on the same server that the test-run result file is created from.

After installing ZBot, you can use it to automatically pick up the test-run result file, relay it back to the configured Zephyr Squad instance and then import the results.

ZBot Prerequisite.

Please have Java installed where the Zbot is going to be downloaded and used.

As the Zbot uses a jar file, Java is required to run the jar file. The ZBot can be downloaded directly from the Help menu located on all Zephyr-owned pages in Jira. When downloading the ZBot, it will be downloaded as a ZIP file that contains a the Zbot jar file.

After running the Zbot jar file, you’ll have the logs files and then the ZBot properties file.

To start, stop and kill the ZBot, you can just follow the instructions after running the ZBot jar file.

To download the ZBot, simply click Help > Download Zbot on any Zephyr-owned page in your Jira instance:.

This will automatically start the download for the ZBot ZIP file.

You will download the ZIP file and from here, you can extract the file to receive that ZBot jar file.

After unzipping the ZBot ZIP file, you’ll receive the ZFJ-ServerZbot jar file.

Run this file through your terminal or command prompt. After running the file, you’ll also receive the logs and zbot.properties files. In your terminal or command prompt, enter in the command to run the ZBot jar file. Provide the server base URL in the terminal or command prompt.

This consists of both the IP address of the Jira server (instance) and the port number.

Please provide both to proceed.

Then provide your server authentication key before proceeding.

Provide a name for your ZBot so that you know what it is for future purposes (for example, when creating test automation tasks).

After providing the name, you can now have the option to start, stop or kill your ZBot on the server.

To perform any of the actions, simply enter in the commands into your terminal or command prompt.

Test Automation API DocumentationTest AutomationContinuous Integration.

BOT CONTROL

bot_add

bot_add_t

bot_add_ct

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.

bot_kill

This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be killed.

bot_kick

This command takes either the name of a bot, or the keyword "all" - causing all bots in the game to be kicked.

bot_knives_only

bot_pistols_only

bot_snipers_only

bot_all_weapons

These commands are shortcuts that set the bot_allow_* cvars accordingly.

BOT CONTROL

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.

bot_quota

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.

bot_prefix

The given

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.

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 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.

bot_nav_mark

Marks the currently selected nav area for later operations.

bot_nav_delete

Deletes the currently selected nav area.

bot_nav_split

Splits the currently selected nav area into two new nav areas, along the white split line.

bot_nav_merge

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.

bot_nav_connect

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.

bot_nav_disconnect

Disconnects ALL connections from the 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" 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.

bot_nav_splice

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.

bot_nav_crouch

Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.

bot_nav_jump

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

bot_nav_analyze

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.

bot_nav_save

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.

bot_nav_load

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.

bot_nav_zdraw

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.

DEBUGGING

bot_walk [0,1]

Force all bots to walk (disallow running).

bot_stop [0,1]

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.

bot_traceview

Used for internal debugging of bot navigation.

bot_debug

Used for internal debugging of bot behavior.

MISC

bot_about

Displays the bot version number, and information about the bot's author.

bot_goto_mark

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.

Uninstall

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.

Kod:

gamedll "dllszbotcz.dll"

Replace that line with

Kod:

gamedll "dllsmp.dll"

Save and close Wordpad/Notepad. 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.

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