Name of Mod        : The Jumbot
File Name          : jumbot19.zip
Version            : 1.9
Date               : June 5, 2000
Author             : Rich Whitehouse
E-mail             : thefatal@telefragged.com
Web Site           : http://www.telefragged.com/thefatal/

Additional Credits : Thanks to all the people who've helped me and
                     given me support, especially people like Strider
                     and news sites like the Bot Epidemic. I appreciate
                     all of the support. Thanks to Brian McClelland and
                     Adam Smith for helping test the bot and informing
                     me of various bugs. Thanks to John Crickett (author
                     of the Oak bot) for the helpful information on file
                     I/O. Thanks also to TFSoft@aol.com for solving the
                     bot milliseconds physics call problem.
INDEX
-----
1 - General information.
    1.1 - Author info.
    1.2 - Mod info.

2 - Version history.

3 - Setting up.
    3.1 - Installation and use.
    3.2 - Starting a coop game.

4 - Troubleshooting and performance issues.

5 - Custom features.
    5.1 - Custom bot config files.
    5.2 - Custom bot chat files.
    5.3 - Custom level config files.
    5.4 - A list of cvars and commands.

6 - Constructing waypoint (JRF) files.

7 - Bugs, etc.

8 - Copyright/legal things.


1 - GENERAL INFORMATION
-----------------------

1.1 - AUTHOR INFO
-----------------
I'm also the author of the Famkebot, Head Soccer, and many other
things.

1.2 - TYPE OF MOD 
-----------------
This is a DeathMatch, Teamplay, and Cooperative bot for Half-Life.

Programming  : All of it.
Sound        : Nope.
MDL          : Nope.
Maps         : Nope.
Graphics     : Nope.


2 - VERSION HISTORY
-------------------
1.9:
General bot movement is now smoother and more human-like (optional
with the bot_smoothnav cvar).

Bot aiming has been tweaked to look more smooth and human-like as
well.

Moving platform/better lift support has been added.

Fixed up the horrible, horrible FOV code (which also fixed a bug
with turret usage).

Many things have been done to drastically increase the speed of
the bot (CPU-wise).

Skill 4 bots no longer have absolutely perfect accuracy (it was
beginning to annoy even me).

Bots strafe in combat more intelligently.

Bots don't get added in waypoint edit mode. Perhaps this will cut
down on the "HEY WEHN I JUMP THERE AER THINGS UNDRE ME AND TEH BOTS
R ALL STPUID WHY?????" e-mail. Yes, how I love getting e-mail from
those who do not understand what a readme.txt file is.

Fixed up the strafe-troubleshoot routine.

Fixed up tracking-of-immediate-enemy routine.

Changed method of getting items.

Fixed a possible cause for program crashing (though I don't recall
it ever actually causing a crash, it's possible it could've).
---
1.8:
Boosted the waypoint limit from 1024 to 4096 (though I don't think
you'll ever need that many on any level).

Added a "wp_vis 2" option, so that waypoints will only be drawn in
edit mode if they're already visible to you. This eliminates the
pesky "flickering" which can happen if you have a lot of waypoints
on a level. It does put a load on the processor, though, so you'll
probably notice some lag if you use it.

Compiled with MSVC++ 6.0 Pro rather than 5.0 (I don't know how much
of a difference if any this makes, but it does decrease the DLL size
a significant amount).
---
1.7:
Made it so default map CFG is executed every level right before
level configs, so level settings can be applied on top of the
default settings.

Fixed a small bug in item retrieval.

Many other bug fixes that I've forgotten about.

Added a JRF and a CFG for Gustavo16_ElimJnr.
---
1.6:
Added a mapcfgs folder. If there is a CFG with the same name as a
level in this folder, it will be executed upon loading that
level. If there is not, the program will attempt to execute the
default.cfg file in the folder. An example would be, if you have
a file called boot_camp.cfg in the folder, it will then be
executed when you load the map boot_camp. If that CFG file is not
in the folder, then default.cfg will be executed. If default.cfg
is not in the folder, nothing will be executed.

Included a JRF for apohldm8.

Included a CFG file for apohldm8 so bots will play it properly.
---
1.5:
Fixed a bunch of bugs, including one causing a crash sometimes on
level changes.

Added a wp_edit cvar to edit existing waypoint files without having
to redo them completely.

Made it so the stream for the newest waypoint in a trail is a
different color, so you don't lose your place when you go back in
edit mode.
---
1.4:
Fixed up the area favoritism code. Bots learn in real-time which
areas of the level are good for certain things (such as good items,
kill spots, and more).

Changed enemy hunting so that bots will first try to gather weapons
on the level, then hunt down enemies purposely when they become
strong (this is all done realistically with use of hearing and other
senses).

Optimized shortest-route-to-goal code. Bots can now get to any spot
on the level using the given paths in the shortest possible amount
of time.

Tracing to a point path is now more optimal and bots should not get
stuck even on poorly done JRFs.

Bots treat getting to advantage points (like high-up turrets) as
goals and will make a significant effort to get to powerful weapons
as well.

Added a bot_advp cvar to toggle bots trying to get to advantage
points on and off.

Added a bot_wppref cvar to toggle bots using waypoints to get to
good weapon and kill spots on and off.
---
1.3:
Fixed navigation more so bots don't pause so long when they mess
up on a jump point (they now use intelligent tracing to see if they
should try jumping again or not).

Tweaked skill settings slightly so lower skilled bots can't evade
as well as higher skills.

Fixed strafing more so that bots don't continue trying to strafe
into walls (should've noticed that a long time ago).

Other things I've forgotten about that you probably won't notice.
---
1.2:
Added a bot_weaprun cvar to allow users to set how bad a bot's
weapon has to be before it will run, despite what weapon it has.

Added a bot_run_worse cvar to allow users to set how much worse
a bot's weapon has to be than it's opponent's before it will run.

Fixed turret usage to work better (bots shouldn't get stuck now).

Bots now track leaders in coop as well.

Added a bot_leadsys cvar to toggle use of the "leader system" on
and off. This can be changed in real-time to call and dismiss bots
as you wish.

Fixed the old item-over-ledge code that hadn't been touched for a
very long time. It was doing bad evil things (pointcontents is a
very bad method for ledge-tracing).

Bots now use standard navigation assistance more in item retrieval,
so they stand a better chance of being able to get certain items.

"Hunt" mode is now completely disabled when running away.

Lots of other random bugfixes and code clean-ups.
---
1.1:
Fixed up and put the code back in which allows higher-skilled bots
to know when to fire through the wall with the gauss cannon (both
hard and very hard bots can take advantage of this).
---
1.0:
Fixed up tripmine avoidance to work better (bots try to get around
them rather than firing at them mindlessly).

Fixed up visibility checking in the tracking routine.

Completely rewrote waypoint code to not use entities and use a
global array instead. This should make things way more efficient,
and it will get rid of the errors some people were having with too
many edicts. This also boosts the waypoint limit up to 1024, which
should be enough for any level. Note that current waypoint files are
still completely compatible, however.

Added a wp_vis cvar for when adding waypoints. This makes the last
50 waypoints in a trail have particle streams on top of them. The
reason for this is that waypoints no longer look like crossbow bolts
and have no model, because they do not take up edict slots any longer
(pretty much the only drawback of an array system, but the particle
streams should be fine). The color of the particles is also different
depending on the type of waypoint, so you can easilly tell jumping,
crouching, and regular waypoints apart.

Optimized the size of waypoint files (no longer 20kb each no
matter what).

Fixed a bug with removing waypoints where the waypoint's data
would not get removed from the global waypoint data string.

Added to the troubleshooting section in the readme.txt.

Made an index section in the readme.txt and split everything in the
file up into numbered sections (as it's getting quite large).
---
0.98:
Finally fixed the msec problem, bots run at perfect speed at all
times (many thanks to TFSoft@aol.com).
---
0.97:
Fixed a problem in the bot's navigation which would cause them
to choose a destination far away when choosing a closer one would
be a better choice.

Tweaked the bot's enemy-finding priorities to seem more realistic.

Fixed a couple obvious flaws in the bot's visibility functions that
had gone unnoticed for many versions.
---
0.96:
Fixed the bug causing bots to not see enemies sometimes until being
shot.
---
0.95:
Fixed up enemy code to let go better when an enemy dies.

Fixed up crouching to avoid obstacles (I noticed this was
still a problem when bots began gathering around the desk
drawer area on Turkeyburgers).

Fixed a bug causing bots to crouch at inappropriate times in
combat.
---
0.91:
Fixed crashing bug with killing bots in coop mode.

Fixed a bug causing bots to not hear and sometimes not see enemies
when in random-roaming mode (what they default to when no waypoint
is in view).

Added option to have bots aim at feet with the RPG.
---
0.9:
Bots now use secondary crossbow fire if they're far enough away.

Added a bot_checkdistance cvar to allow users to set if bots
should be able to see enemies at any distance or a limited
distance (defaults to limited).

Added a bot_distance cvar to allow users to set a specific
value which determines how far a bot can see.

Various bug fixes in the AI.

Fixed a bug where pain detection would cause bots to select
bad enemies (which could actually cause crashes on some levels).

Changed a model precache problem which was probably causing
the bad index of edict error on some computers.
---
0.85:
Fixed bug with some computers still crashing (or just exiting
to the desktop) when using OpenGL or Direct3D.

Tested mapcycle options and such with the bot to make sure they
work correctly after finding an unused character array which
had memory allocated for it in the level change function. This
might be what was causing some servers to crash at level changes.
---
0.8:
Added option to have the bot's skill in the bots.cfg (this
makes it easy to have bots of different skill levels in the
same game).

Included a large_bots.cfg, which contains about 90 random
bot configurations (including individual skill settings).

Changed the jumbot.cfg file a bit so that bots are now
added when you start the game up. All you now need do is
start the mod as normal and you'll be playing with bots
before you even have to do anything.

Bots can now tell which weapons they can and can't use
while under water.

Bots can see through water that normal players can see
through.

A JRF file is now included for crossfire.

Added a bot_cheats cvar to toggle if the bot can cheat when
sv_cheats is set to 1.

Added a remwp command to remove the last waypoint you placed
in a trail while waypointing a level.

Bots will check before they jump off of tall ledges, and will
not if the ledge is too high to make up for the benefit of
jumping off.

Changed skill 3 into skill 4, added a new skill 3 setting.

Made a debug build and ran in dev mode, found and fixed a
large amount of assertion failure errors (these seemed to
be happening at points where people were reporting errors
on some systems, so I believe this release may help them).

Fixed a bug in recent versions which made head/limb shots
on bots not work.

Fixed a crashing bug that's been in recent versions.

Completely fixed the Direct3D bug (it was still crashing
in D3D after an hour or so).
---
0.71:
Fixes a bug in bot chatting, a bug in random bot adding, and
refixes the Direct3D bug.
---
0.7:
If a bot hears a player/bot in another part of the level and
feels it is prepared well enough for a fight (taking health
and such into consideration) and is not already fighting, it
will track the noise it heard in order to try to find an
enemy to engage in combat with.

Added a bot_hunt cvar to allow disabling of the bot's new
hunting ability. It is, of course, enabled by default.

Added a bot_skill cvar to set the bot's overall skill level
instead of having to set individual values. The overall skill
level can also be kept for each bot so they will have their
own skill values (this is optional).

Added to the bot's tracking AI. The bot will now track its
enemy down by searching around the spot it last saw its enemy
at.

Bots can now run away if they feel they're at a disadvantage
in combat. Bots do not view information on other clients
that real players can't normally see, and their reasoning
and logic for deciding to run away is completely real. When
running away, the bot can also try to run backwards and
navigate while firing at its enemy.

Added a bot_runaway cvar to toggle if bots are allowed to
run away from battles or not.

When running away, bots will calculate the best path to use
in order to escape their opponent.

Improved tripmine avoidance more.

Improved firing ranges in weapon management.

Snarks and hornets now work on all levels correctly (this
was actually added in v0.65 but not mentioned).

Improved random roaming more. Bots will never just sit there
anymore like they did on some levels before.

Bots can now track enemies while going after items, which
makes them less vulnerable during those times.

Added spawndelay cvar for jumbot.cfg file which delays the
bot_num spawn time for bots slightly after a level is started
(mainly for coop play, since levels only have one start and not
having a delay can cause players/bots to spawn on top of
eachother).
---
0.65:
This is a bug-fix release, mainly.
---
0.6:
Bots can now use turrets (like the ones in stalkyard and such).

Bots keep individual accuracy, FOV, etc. settings if specified by
a new console cvar.

Added an option to add "random" bots (also never chooses the same
bot twice unless it's used all the bots in a config file). This
chooses a random bot profile out of a bot profile file of any size
rather than adding bots in order.

Bots now use waypoints in the water flawlessly (as flawlessly as
on land, at least).

Added a nav_autogen cvar. If waypoints are turned off, this will
automatically generate a navigation system for the bot. This isn't
quite as good as using pre-set waypoints, but works very well for
an "on-the-fly" navigation system (for those of you that are too
lazy to waypoint the levels).

Added a wp_jumpplace cvar and a makewpj command to allow better
management of jump-waypoints.

Fixed problem with real clients being disconnected from a server
on a level change (thanks to John Cook for getting back to me on
this).

Fixed bug with random crashing at times when removing bots from
the server.

Various AI fixes and improvements.
---
0.5:
Fixed tripmine avoidance.

Added bot yaw speed option.

Bots try harder not to blow themselves up.

Fixed leader-following AI to work better.

Bots no longer ignore pain while using HEV/health chargers.

Fixed a bug in the bot's enemy-tracking AI.

Corrected a bug which was causing developer mode to generate
problems as well as causing crashes on some systems in both
dev and non-dev modes.
---
0.4:
Added waypoint option for bots to jump at certain locations.

Fixed delay which made execbots.cfg not work properly.

Added item-getting troubleshooting methods.

Fixed a bug in the waypoint code that may have been causing
bad edict errors on some systems.

Added troubleshooting routines to the scientist killing
scripts in cooperative mode for if the bot can't get to the
desired distance.

Bots now try to place tripmines strategically through the
level (though there's only so much they can do to try to
find a good place).

Bots no longer shoot their own tripmines or tripmines that
belong to teammates in teamplay mode.

Bot weapon priority numbers can now be set in the jumbot.cfg
file.

Bots will now gauss-jump to get to items they cannot normally
reach.

Made an extremely large speed increase in the advanced bot
routines. speedup 0 should provide an acceptable framerate
on most systems now.

Added "speedup 2" option to only disable the things which
take a heavy amount of CPU power. This keeps things like
edge clipping to get items and such enabled.

Added a "delayed reaction" option, which is used for enemies,
mines, etc. The first time I saw a bot kill another bot with
a tripmine, it just gave me a nice warm feeling.
---
0.35:
RPG dot bug finally fixed.

Various speed optimizations.

Added a waypoint value to the jumbot.cfg file to disable use of
waypoints.

Improved the bot's non-waypoint roaming significantly.

Added auto-adjust option for bot millisecond update value (this
is now defaulted to).

Problem with client slots not being freed over level changes is
now fixed.

Fixed bots attacking monster corpses in coop.
---
0.3:
Bots have full use of ladders now.

Bug where RPG dot stayed after bots dying is fixed.

Bots are attacked by snarks and the hornet gun now.

Hopefully fixed the problem with some systems crashing after chatting
was enabled for a while.

Fixed problem with real clients not being able to chat with eachother
while running the bot.

Fixed bug that allowed bots to chat to non-client entities.

Hopefully fixed bug that caused keeping speedup set at 0 to crash
some systems.

Bots perform better with waypoints under water.
---
0.2:
All known stability problems fixed.

Windows NT incompatibility problem fixed.

Weapon selection bug fixed (bots ignored many of the regular weapons
even if they had them).

Bots now use secondary fire much more intelligently.

Added Jumbot.cfg file to be executed on startup so that your personal
preferences do not have to be typed in each time you load the bot
(execution of the file can be disabled through a cvar).

There is now a cvar to set the name of the file which the bot's name,
model, etc. is read in through, so you can have an endless number of
bot configuration files.

Chat support is now fully working. Chat files are selectable just as
bot configuration files are.

bot_num cvar added to maintain a constant number of bots on the server.
This is useful for dedicated servers and such.

Quotes can now be used in the bots.cfg file to indicate that a name has
a space in it (e.g. "Lera Yvette" instead of Lera_Yvette).

Chat files can now have anywhere from 3 to an infinite number of lines
for each section (they are no longer limited to 30 lines each).

Added edge clipping for items, combat, etc (bots will not jump off of
uncrossable ledges after items and will not fall off of ledges while
strafing to avoid fire during combat).

Cooperative play support added. See the "STARTING A COOP GAME" section
for details on how to use it.
----
0.1:
First release. Features include standard server-side client emulation,
full weapon support, a new full level navigation system, and more.


3 - SETTING UP
--------------

3.1 - INSTALLATION AND USE
--------------------------
If you have a previous version of the Jumbot installed, then delete
your old Jumbot folder before doing anything. You may wish to back
up your existing config files and such for the bot first.

Extract the zip file WITH DIRECTORY STRUCTURE directly to your Half-Life
directory. If you did it correctly, you'll have a new "jumbot" folder
under your Half-Life folder. Now start Half-Life with the console
(-console at the command line). Once in the menu, use the custom
game option to activate the Jumbot. Now just start a regular LAN game
through the menu (note that if you want to use the bots on teams, just
set up the game to use Teamplay as you normally would) and use the console
(~ key) to enter commands and change values (which are listed below).

If there is no waypoint file for the bot, you'll need to place waypoints
yourself and save them to a file once you're happy with their placement.
See below for the various waypoint management commands and values.

Before getting into a game with the bot, you'll probably also want to
edit the jumbot.cfg file in your hl\jumbot folder and change it to fit
your own preferences.

3.2 - STARTING A COOP GAME
--------------------------
First, start a regular DM game. Now, bring down the console, and type
the following:

disconnect
deathmatch 1
coop 1
sv_cheats 1
map <mapname>

If you want to load another level, repeat the same process. <mapname>
should be the level that you want to load. However, it is important
to note that coop support was never even actually finished in
Half-Life. So, it is more than likely that you'll get errors or
crashes if you try to play on the original single player levels. I
recommend using some of the many available "scientist death maps"
or any single player level that isn't cut up into sections.

After you've started the game, you can use the coop_scikill and
coop_killmeth cvars to change how the bot behaves. Details on using
the cvars are below under "SETTINGS AND COMMANDS".


4 - TROUBLESHOOTING AND PERFORMANCE ISSUES
------------------------------------------
You should note that the Jumbot uses some fairly advanced
navigation routines that require a good amount of processor speed.
However, the bot can still get around levels quite well without the
use of those routines, so there is an option to disable them for
those of you with slower computers. Simply use the speedup cvar in
the console, which you can read more about below. Also note that
increasing the bot's thinking speed to a higher value (also done
through a cvar, see below) can take more load off of the processor
because the bot does not need to do as many calculations per second.
These settings would be optimal for both compatibility and for
performance:

waypoints 0
speedup 1
bot_thinkspeed 1

However, I would still recommend keeping waypoints set at 1. It
doesn't cause that much CPU power to be used up and improves
the bot's navigational ability greatly (although it does require
the level to have a JRF file for it, which you can make yourself as
shown in the waypointing section of this file).

If you're getting crashes for any reason, make sure you have version
1.0.1.3 or later of Half-Life, and it would help to make sure you
have a JRF file for the level you're playing on as well.

Another problem some people have is that there are no maps that can
be selected from the LAN/internet game menus. There are two solutions
for this (I can't fix it in the programming because it's in Valve's
side of the code). You can start without a map and use map <mapname>
(e.g. map boot_camp) in the console, or you can copy all your maps
into the Jumbot\maps folder. I don't recommend the second choice,
however, as it is a horrible waste of hard drive space.

Also, if you notice that the bots sometimes seem ahead of where you
have to aim to hit them, try setting cl_predict_players to 0. This
is another thing that's in Valve's side of the code and can't be
fixed by me.


5 - CUSTOM FEATURES
-------------------

5.1 - CUSTOM BOT CONFIG FILES
-----------------------------
The Jumbot comes with 2 custom bot configuration files. bots.cfg, and
execbots.cfg. The information in bots.cfg is read and used if
nobotcfg is not set to 1 each time a bot is added. To use execbots.cfg,
type "exec execbots.cfg" in the Half-Life console. It will set nobotcfg
to 1 and use the information in the file. Both files can be edited and
added to freely using any standard text editor.

5.2 - CUSTOM CHAT CONFIG FILES
------------------------------
Custom chat files can be specified using the chatfile cvar (see below).
By default, botchat.cfg will be used. This file can be edited and such
to your liking with any standard text editor. Each chat file holds a
total of 60 comments (30 for dying, 30 for killing). All chat files
should be placed in the Jumbot directory located under your Half-Life
directory. As an example, if you have a bot chat file called "chat2.cfg"
that you want to use instead of botchat.cfg, then you can simply type
"chatfile chat2.cfg" in the Half-Life console. From then on, all bot
chat comments will be read from chat2.cfg instead of botchat.cfg.

5.3 - CUSTOM LEVEL CONFIG FILES
-------------------------------
If there is a CFG with the same name as a level in your jumbot\mapcfgs
folder, it will be executed upon loading that level. If there is not,
the program will attempt to execute the default.cfg file in the folder.
An example would be, if you have a file called boot_camp.cfg in the
folder, it will then be executed when you load the map boot_camp. If
that CFG file is not in the folder, then default.cfg will be executed.
If default.cfg is not in the folder, nothing will be executed.

5.4 - SETTINGS AND COMMANDS
---------------------------
nostartexec (cvar): Default is 0. Setting to 1 causes the jumbot.cfg
file to not be executed at the start of each level.

addbot (command): Adds a bot into the server.

removebot (command): Removes the last created bot from the server.

bot_num (cvar): Sets a constant number of bots in the game (useful
for servers running the mod and such).

bot_random (cvar): Makes each bot added random instead of taking
information from the bot config file in the correct order (default
is 0, set to 1 to enable).

bot_keepsettings (cvar): Default is 0, set to 1 to enable. This
causes bots to keep the accuracy, FOV, etc. settings from the
time they're added even if you change the values later.

bot_skill (cvar): Default is 0, which uses botaccuracy, botfov,
etc. to determine the difficulty. Setting to another value causes
general difficulty settings:
1 - Easy
2 - Medium
3 - Hard
4 - Very hard

waypoints (cvar): Default is 1. Setting to 0 disables use of
waypoints.

nav_autogen (cvar): Default is 1 (enabled). This will only do
anything if waypoints is set to 0 (turned off). If waypoints is
set to 0, this will use an "on-the-fly" auto-generated navigation
system for the bots. It doesn't work as well as pre-set waypoints,
but is better than a majority of waypoint-independant navigation
systems.

bot_wppref (cvar): Default is 1 (enabled). Setting to 0 disables
the bot's use of waypoints to get to good item and kill locations.

bot_smoothnav (cvar): Default is 1 (enabled). Setting to 0 disables
the bot's smooth movement while navigating and such.

bot_advp (cvar): Default is 1 (enabled). Setting to 0 disables the
bot's use of waypoints to get to general level advantage points
(such as turrets and other methods of destruction).

but_hunt (cvar): Default is 1 (enabled). Setting to 0 disables the
bot's ability to track enemies through the level by hearing noises
they make.

bot_runaway (cvar): Default is 1 (enabled). Setting to 0 disables
the bot's ability to run away from a battle.

botfov (cvar): Sets the bot's field of vision. Works just like the
player's "fov" cvar. Default is 90.

botusefov (cvar): Default is 1. Setting to 0 tells the bot not to
limit its view to its field of vision.

bothearing (cvar): Default is 1. Setting to 0 disables the bot's
ability to detect things by hearing them instead of viewing them.

botpain (cvar): Default is 1. Setting to 0 will disable the bot's
ability to detect an enemy by figuring out which direction it is
feeling pain from (even if it cannot hear or see its enemy).

botaccuracy (cvar): Allows you to set the accuracy of the bot. The
default is 10. The lowest is 0, which is perfect, and the highest is
160, which is extremely bad.

bot_tripmines (cvar): Enables and disables allowing bots to place
tripmines. Default is 1 (enabled).

bot_gauss (cvar): Enables and disables allowing bots to gauss jump to
get to high-up items. Default is 1 (enabled).

bot_turret (cvar): Enables and disables allowing bots to use turrets.
Default is 1 (enabled).

bot_rpgaimlow (cvar): Enables and disables bots aiming for feet with
the RPG. Default is 1 (enabled).

bot_weaprun (cvar): Sets a value which determines if a bot will run if
its weapon is a certain strength. If this is set to 0, the bot will
not run no matter how bad its weapon is. Otherwise, it will check on
the same scale as weapon priorities, which, by default, is a value
between -10 and 23. The default value for this is 9, meaning it will
run if its weapon is tripmines, grenades, or the crowbar.

bot_run_worse (cvar): Sets a value which determines if a bot will run
if its weapon is a certain number of points worse than its opponent's.
This also uses the standard weapon priority scale numbers just as the
above cvar. The default is 8, meaning that for the bot to run its
opponent's weapon must be 8 points stronger than it on the scale of
-10 to 23 (by default).

bot_leadsys (cvar): Toggles leader system for coop and teamplay on
and off. Default is 1, which is on. 0 is off.

botspeed (cvar): Allows you to increase or decrease the bot's running
speed (higher increases, negative value decreases).

bot_crowbar (cvar): Toggles the bot's use of the crowbar only on and
off. 1 is on, 0 is off. Default is 0.

bot_yawspeed (cvar): Changes how fast the bot can turn. Higher is
faster, lower is slower. Default is 25.

bot_cheats (cvar): Default is 1 (enabled). Setting to 0 disables the
bot's ability to cheat when sv_cheats is set to 1.

botmsec (cvar): Changes bot physics update speed. Default is 0, which
means to auto-adjust.

msecdiv (cvar): Value to divide with the server framerate in order to
come up with the final msec value to call the bot's physics function
with. If the bot is too fast, make this lower. If it is too slow, make
it higher.

msec_min (cvar): Minimum value the msec value can reach when botmsec
is set to auto-adjust.

msec_max (cvar): Maximum value the msec value can reach when botmsec
is set to auto-adjust.

botcfgfile (cvar): Changes the name of the file used to get bot
names, models, etc. from in your Jumbot directory. The default
is bots.cfg.

bot_distance (cvar): Sets how far the bot can see (maximum distance).
The default is 4096.

bot_checkdistance (cvar): Sets if the bot should do distance checking
or be able to see things at any distance. The default is 1. Set to 0
to allow bots to see at any distance.

botchat (cvar): Default is 0. Setting to 1 enables bot chatting.

chatfreq_died (cvar): Sets how often a bot will speak after it dies.
Should be between 0.1 and 10. 0.1 would be hardly ever, 10 would be
every time.

chatfreq_killed (cvar): Sets how often a bot will speak after it kills
someone else. Should be between 0.1 and 10. 0.1 would be hardly ever,
10 would be every time.

chatfile (cvar): Default is "botchat.cfg". This allows you to specify
the name of the file that contains the comments the bot will use to
chat. All bot chat files should be placed in the Jumbot directory
under your Half-Life directory to be used.

speedup (cvar): The default for this is 0 (disabled). When set to 1,
it will disable some of the bot's advanced navigation routines and take
a significant load off of the processor. The bots will still be able to
navigate levels well, but will not do some of the more advanced things
that they normally do in exchange for less processor usage. When set to
2, some things will be disabled while others that would be disabled with
speedup 1 remain enabled. Using speedup 2 will still give you a good
speed boost, though.

bot_ai (cvar): The default for this is 1 (enabled). Setting to 0
completely disables the bot's AI.

bot_thinkspeed (cvar): The default for this is 0.1. It can be a value
anywhere between 0 and 1. This adjusts the speed at which the bot
thinks, reacts, etc. This factors into reaction time as well as
slightly into accuracy.

bot_viewdelay (cvar): Sets whether or not the bot will delay after
noticing things. Default is 1 (enabled).

bot_angleupdate (cvar): Sets whether or not the bot will change
angles each from or when it thinks. Default is 1 (enabled).

spawndelay (cvar): Number of seconds to delay the first spawn in a
level if bot_num is greater than 0.

nobotcfg (cvar): This is 0 (disabled) by default. Setting it to 1 will
disable the use of the bots.cfg file, and you'll need to use the bot
information cvars (below) to customize the bot.

b_name (cvar): The bot being added uses this value as its name if
nobotcfg is set to 1. This is also used after the bots.cfg file
runs out of profiles.

b_model (cvar): The bot being added uses this value as its model if
nobotcfg is set to 1. This is also used after the bots.cfg file
runs out of profiles.

b_topcolor (cvar): The bot being added uses this value as its shirt
color if nobotcfg is set to 1. This is also used after the bots.cfg file
runs out of profiles.

b_bottomcolor (cvar): The bot being added uses this value as its pants
color if nobotcfg is set to 1. This is also used after the bots.cfg file
runs out of profiles.

coop_scikill (cvar): Can be a value from 0 to 2. 0 disables killing of
scientists and barneys, 1 enables scientist and barney killing with
scripted murdering, and 2 treats scientists and barneys as normal
enemies. The default is 1.

coop_killmeth (cvar): Can be a value between 0 and 5. Default is 0. If
you have coop_scikill set to 1, this will allow you to change the bot's
behaviour when killing scientists. The following values are usable:
0 - Random murder.
1 - Crouch down, shoot upwards in face with shotgun.
2 - Back away, shoot in neck or skull with crossbow.
3 - Run up to and shoot directly into stomach with magnum.
4 - Rapid fire directly into stomach with glock.
5 - Crouch down and shoot upwards in skull with magnum.

*WAYPOINT MANAGEMENT COMMANDS AND CVARS*
waypoints (cvar): Enables and disables waypoints. Default is 1 (enabled).

wp_edit (cvar): Setting this to 1 enables waypoint edit mode. If there is
a waypoint file for the level, it will be loaded in edit mode instead of
used, and you can edit with the regular waypoint management commands. After
you finish using edit mode, use writewpfile to save the changes.

wp_vis (cvar): Causes all of the waypoints placed to have particle streams
on top of them. The particle colors are also different depending on the type
of waypoint. Regular waypoints are yellow, crouch waypoints are pink, jump
waypoints are red, and the last waypoint in a trail is multi-colored. The
default for this cvar is 1 (enabled). Setting it to 2 will use the alternate
display method to eliminate flickering, but it requires more CPU power.

wp_autoplace (cvar): Default is 1. Setting to 0 will disable attempts
to automatically place waypoints behind you when you're constructing
a waypoint table to be saved to a JRF file.

wp_jumpplace (cvar): Default is 1. Setting to 0 will disable automatic
adding of a jump-waypoint each time you jump.

makewp (command): This will add a waypoint at your current location, it
is used while constructing a waypoint file for a level (see below).

makewpj (command): This will add a jump waypoint at your current location.
Each time the bot comes to a jump waypoint it will jump.

remwp (command): Removes the last placed waypoint.

writewpfile (command): Use this after you've finished placing waypoints
for a level to save the waypoint data to a file for later use.


6 - CONSTRUCTING WAYPOINT (JRF) FILES
-------------------------------------
When you load up a level that doesn't have a JRF file for it in your
Jumbot\wpfiles directory, you will automatically begin placing waypoints
(which will be visible to you in the form of crossbow bolts) whenever it
is determined by the checks in the program that one should be placed.
The program is often incorrect in its assumptions as to where they need
to go and will sometimes neglect to place one in an area where it is
needed. If you see this happening, use the makewp console command to
place a waypoint manually. Here are some good tips for creating waypoint
files:

1. Always make sure each waypoint is visible from the previous waypoint
   and the next waypoint.

2. Make sure you stay crouched while placing waypoints in areas that
   require the player to crouch to avoid certain obstacles.

3. Try not to go off any ledges that you can't climb back up.

4. Try to place a waypoint close to each side of a door.

5. Place waypoints close to buttons that need to be used, so the bots
   will know to use them.

6. Place waypoints close to health/HEV suit rechargers if you want the
   bots to use them.

7. When using ladders, place a waypoint at the head and foot of the
   ladder.

8. Be careful with jumping. When you jump a waypoint will be placed.
   When the bot gets to that waypoint, it will also jump. You can
   get the bot to do some nice stunts to get to certain items like this.

9. Try to place a waypoint right on top of every decent accessable weapon
   or item you see (this makes the bots more likely to be able to track
   that weapon or item through the level if they need it).

10. Don't get killed.

After you've finished constructing your waypoint file, use the writewpfile
command to save the waypoints to a JRF file and then restart the level. The
JRF will be automatically loaded each time the level is loaded from now on.
If you don't like the job you did on the JRF and want to redo it, simply
delete it from your Jumbot\wpfiles directory and reload the level. Each
JRF file will have the same name as the level it is for (boot_camp.bsp is
boot_camp.jrf, etc).


7 - BUGS, ETC.
--------------
There are currently no bugs that I know of that are very serious.
Please don't send bug reports, since I have people to test the bot for
me under pretty much all conditions and I'll eventually find a bug
if it exists. If you're having odd obvious problems, make sure you
have the latest version of Half-Life. There may be a couple problems
around, but there's always some way around them.


8 - COPYRIGHT/PERMISSIONS
-------------------------
The bot may only be distributed if this file and all the other files that
came with it are included in the redistribution, and no money is charged
for the product being distributed. This excludes such things as video
game magazines which include a CD and things such as that, which are
permitted to include this bot (provided they meet the requirements above)
as long as they notify me before doing so and get my permission through
e-mail or some other form.

