Waypoint console commands Summary
The following Waypoint commands are available
(note these ARE case sensitive):
"waypoint on" - Turns
on displaying of waypoints.
"waypoint on noclip" - Turns on waypoint
editing with noclip cheat. This allows you
to fly and you don't collide with walls. Useful for
doing swim waypoints.
"waypoint off" - Turns off displaying
of all waypoints.
"waypoint add" - Adds a waypoint at
the current player location. A Menu will pop
up where you have to select the different types of waypoints
"waypoint delete" - Deletes the waypoint
nearest to the player (see below).
"waypoint find x" - Shows you the Direction
to a specific Waypoint Nr. x
"waypoint showflags" - Shows all of
the Flags which are set manually on this waypoint
"waypoint addflag" - Allows you to
manually add Flags to a waypoint.
"waypoint delflag" - Let's you select
a waypoint flag to delete
"waypoint setradius x" - Manually sets
the Wayzone Radius for this waypoint to
Value x
"waypoint stats" - Shows the number
of different waypoints you did already set.
"waypoint check" - Checks if all Waypoints
are valid (automatically done when saving them too)
"wayzone calcall" - Calculates the
Wayzone Radius for all Waypoints in the Map. (obsolete
now since V1.3 because wayzones are automatically set
when a waypoint is created)
"waypoint save" - Saves the current
waypoint list to a file (with Waypoint & Path Checking)
"waypoint save nocheck" - Same as above
but forcing tosave even if they are full of errors..
"waypoint load" - Loads the waypoint
list from a waypoint file (and initialises all Datas).
"autowaypoint" - Displays the status
of the autowaypoint setting.
"autowaypoint on" - Turns on autowaypoint
setting.
"autowaypoint off" - Turns off autowaypoint
setting.
"pathwaypoint" - Displays
the status of the pathwaypoint setting.
"pathwaypoint on" - Turns on the pathwaypoint
setting (see below).
"pathwaypoint off" - Turns off the
pathwaypoint setting.
"pathwaypoint add x" - Connects the
nearest Waypoint to you, with the
waypoint whose number specified with Value x.
"pathwaypoint delete x" - Disconnects
the nearest Waypoint to you, with the
waypoint whose number specified with Value x.
"debuggoal x" - Forces
Bots to use Waypoint Nr. x as a Destination Waypoint
To use the waypoint commands, you will have to use the
console. You must
start the game with the console option enabled (use
"hl.exe -console" in
the Target: line of a shortcut or use "Half-Life
Console" in your SIERRA
menu from the Windows Start button). Use the '~' key
to bring down the
console. Enter the console commands that you wish, then
use the '~' key
again to return to the game.
You can make things easier by binding
console commands to keys on the
keyboard. Just type "bind" followed by the
key you want to bind to,
followed by the console command. You will have to use
double quotes
on the console command if it's more than one word. Here's
an example
of console commands that I use when editing waypoints...
bind a "waypoint add"
bind d "waypoint delete"
bind l "waypoint load"
bind w "waypoint save"
The 'a' key will manually add a waypoint.
The 'd' key will delete a waypoint.
The 'l' key will load the most recently saved waypoint
file (useful if you
have added some waypoints but don't want to save them
and want to go back to
the previously save waypoint list, sort of like an "undo").
The 'w' key (for
"write waypoints") will save the list of waypoints
to the waypoint file. I
tried using 's' (for "save waypoints"), but
I kept hitting 's' by mistake when
I wanted to add or delete a waypoint.
Using "waypoint add"
will place a waypoint at the location that the player
is
currently at in a map. Waypoints can be placed anywhere
the player can go.
When placing a waypoint, you will hear a sound to indicate
that the waypoint has been dropped (the sound is the
same sound the crossbow bolt makes when striking an
wall).
You then have to specify the Type of waypoint you want
to place here.
"Normal Waypoint" sets
a Waypoint which is used for normal walking from one
point to each other. From V1.4 on you should place lots
of them (but still caring for some distance between
them), since the
Bots use them for hiding and varying their paths. Color
is green.

A Standard Normal Waypoint
"Terrorist Important Waypoint"
and "Counter Important Waypoint"
These are strategical waypoints for that team. Bots
use these waypoints
to patrol the map. How they use this, heavily depends
on the map type.
In a DE Map you should place a lot of Counter Waypoints
around the
Bomb Plant Zone and only 2 or 3 strategical waypoints
for Terrorists.
On a DE Map Counter Bots will most of the time pick
a Counter Waypoint as
a destination and only sometimes pick a Terrorist waypoint.
Terrorists
are allowed to pick any of them as a goal waypoint.
This behaviour changes
with the maptype, in a CS map for example it is vice
versa.
It helps to think of the important waypoints like strategical
positions in a sports game. Imagine the team which defends
the Map Goal is the 'Home Team' and the other one is
the 'Away Team'. Now you need to have more important
waypoints for the Home Team, because the Away Team will
go for them anyway. On a DE Map the CT Team is the Home
Team, on a CS & AS Map the Terrorist Team is the
Home Team. The average number of 'Home Team' Important
Waypoints should be about twice as much as the the important
waypoints for the 'Away Team'. Terrorists WP Color is
red, Counter Waypoints are blue.

A Terrorist Important Waypoint

A Counter-Terrorist Important Waypoint
"Ladder Waypoint"
These need to be placed on a ladder if you want the
Bots to climb it.
Set the bottom waypoint at a position where you're already
"stuck" to the
ladder. At the top of the ladder you should place another
ladder waypoint.
Set this at a position where you can hardly look ever
the edge. If the ladder
is quite a long one, you might want to place another
ladder waypoint in
between the other ones. In most cases you need to connect
the waypoints
manually by using pathwaypoint (see below). If there
is no connection
between the waypoints the Bots won't climb the ladder
! Color is purple.

A ladder waypoint
"Rescue Waypoint"
This is only needed on Hostage Maps. It's the location
where you want
the CT Bots to rescue the hostages. Usually only 1 is
needed (depending on how much Rescue Zones there are
it might be more).. Color is white.

A Rescue Waypoint
"Goal Waypoint"
Place this at a position where Goals of the Map need
to be achieved. In DE
maps this is a bomb plant spot and on cs maps Counter
look here to rescue
some hostages. In AS maps these are the Escape points
for the VIP. Color is
purple like ladder waypoints.

A Goal Waypoint
"Campstart Waypoint"
This is a camping (or sniper if you prefer) waypoint.
To place it, look into
the direction you want the Bot to start looking at when
camping. To let him
crouch at that position just press the duck button while
adding it. You also
need to specify the:
"Campend Waypoint"
Selecting this will set the end direction for the Bot
to look at when camping.
Look straight into the direction where you want the
Bot to look and select it.
Note: you can't set a campend waypoint before doing
a campstart waypoint.
Normal Color is cyan, if you made it team specific it
will have a touch of red
if Terrorist WPT or blue if CT.

A Camp Waypoint where the Bot will duck while
camping
"Jump Waypoint"
This is the very first of the upcoming learning
Features in POD (I'm planning on extending this a lot).
By selecting it, your moves will be monitored and if
you jump, a normal waypoint will be placed at the position
you started to jump and another will be placed where
you landed. The Waypoint Type as said before is a standard
waypoint but a red connection line will show you that
there is a jump connection between the two. You can
also create jump connections between already existing
waypoints, just make sure you're in the near of the
first when jumping and land in the near of the destination
waypoint. Note that this will adjust the waypoints origin
on the average position of the previous position and
your jump position. You can even have the Bots jump
to a ladder or do several jumps after each other !

Waypoints connected with a Jump Connection
*NOTE*
To set a crouch waypoint, just keep holding your
duck key. You certainly
noticed, I don't have different paths for different
teams. I removed team
specific paths, since the Bots should be free (IMHO)
to walk everywhere and
I secretly hated to to do waypoints for every team.
Using "waypoint delete" will remove
the waypoint closest to the player. The
waypoint MUST be within 40 units from the player (about
1/2 the player height) in order to be removed. You will
need to stand fairly close to the waypoint to be able
to remove it. This prevents you from accidentally removing
a waypoint on the other side of the room. When removing
a waypoint you will
hear a sound indicating that the waypoint was removed
(the same sound the
tripmine makes when placed on a wall).
"waypoint addflag/deleteflag"
gives you some additional options for waypoints.
The first, "blockwithhostage" is rarely
used. If you set this flag on a
waypoint Bots won't take this waypoint if a hostage
is following them.
With the other two, you can make a campwaypoint team-specific.
Using "waypoint save"
will save the waypoint data to the waypoint file. Before
saving (if you didn't add the 'nocheck' argument, the
Waypoints and Paths will be checked for major mistakes
and if something is wrong you'll be told so and nothing
will be saved. During the checking time CS freezes and
depending on the speed of your computer it could easily
last for a minute. Don't worry your computer hasn't
crashed !
Waypoint files will have the same name as the current
map with an extension
of ".pwf". The file will be saved into the
"cstrike/PODBot" Folder. Your
current player name will be saved as the waypoint file
creator.
Using "waypoint load"
will clear out all waypoints in the current map and
load them from the waypoint file in the maps folder.
This is a good way
to "undo" a bunch of waypoints that you have
created but do not wish to
save. There is no way to "undo" a single waypoint.
You will have to use
the "waypoint delete" command to remove
waypoints one-by-one.
The "autowaypoint" command allows you
to automatically drop waypoints as
you run around in a map. To turn autowaypointing on
use "autowaypoint on".
As you run around the level waypoints will be dropped
every 200 units
automatically. No waypoint will be dropped if another
waypoint is already
within 200 units of your current position. So if you
want to place lots
of waypoints fairly close together you may have to manually
place some of
the waypoints using the "waypoint add"
command. Autowaypointing keeps
track of where the last waypoint was dropped (either
manually or from
autowaypointing) and will place another waypoint when
you are 200 units
from the last waypoint. If you don't like where autowaypointing
placed
a waypoint and want to move it a little bit, you can
delete the waypoint
using "waypoint delete" (but turn off autowaypointing
before, since it
will place a new waypoint otherwise).
When using autowaypointing, try to stay
in the center of narrow hallways
and always place a waypoint on BOTH sides of a door.
You may have to place some of these waypoints manually
using "waypoint add" since places like
intersections of hallways and doorway entrances and
exits don't usually
fall exactly at the location where autowaypoint would
want to place a
waypoint.
Don't use autowaypointing for locations like ladders
or jumps !
The "pathwaypoint" command
allows you to display what the bots would consider
to be a valid path from one waypoint to other waypoints.
Turn pathwaypoint
on using "pathwaypoint on" and whenever
you get close to a waypoint
yellow or white lines will be drawn to all of the other
waypoints that the bot
would consider to be "reachable". If the connection
is a two-way connection the
line is yellow, one-way connections appear white. These
"reachable" waypoints
would be waypoints that are clearly visible from the
current location. Certain
waypoints will be disallowed as reachable for one reason
or another. For
example, waypoints suspended in mid-air above the bot
would not be considered
reachable since the bot couldn't jump high enough to
get to them. Also
waypoints that are too far away from the current location
would not be
considered reachable. You may have waypoints that are
close enough to each
other, but across a wide gap that would be too wide
to jump. If the far
waypoint is close enough and clearly visible, it would
still show as
"reachable" since I currently don't have a
method to determine if the bot
can get to that waypoint or not. The bots will ONLY
move from one waypoint to another if there is a path
between them. Get in the habit of turning on the pathwaypoint
setting when creating waypoint files so that you can
see the waypoint paths and will know whether or not
a path exists between two waypoints. Also get in the
habit of checking that paths exist BOTH WAYS
between waypoints. Just because a path is drawn from
point A to point B, doesn't mean that a path exists
from point B to point A.
The "pathwaypoint add <waypointnr>"
command allows you to
manually assign a path between 2 waypoints. This is
needed in some cases
where the waypoints are blocked (by doorways or other
objects) and you wish
to create a path between these waypoints. Also ladder
waypoints need to be
manually connected most of the time. Move close to the
waypoint you
wish the path to start from and use the "pathwaypoint
add x" command.
Of course the "x" must be replaced by a valid
waypoint number. The actual
Waypoint Number you're standing on, will be shown in
the upper corner of your HUD (if you turned pathwaypoint
on).
For example to manually assign a path between Waypoint
Nr. 250 and 251,
you first should stand in the near of Waypoint Nr. 250.
Then type in:
"pathwaypoint add 251" and it will get connected.
You should now see a white waypoint path line being
draw from the start waypoint to the end waypoint. Note
that this is a ONE-WAY connection. If you wish
to create a path back in the other direction you will
have to start with the second waypoint and end the path
back at the first waypoint.

A 1-Way Connection

A 2-Way Connection
The "pathwaypoint delete x"
command is just like
the "add" command except that it removes a
path (connection) from the
starting point to the ending point. This is necessary
in some cases where
you may have a door that opens from one side and allows
you to go through
but once the door closes you can't go back through the
other way.
When adding waypoints use the pathwaypoint
feature to verify that waypoints
are actually reachable. Sometimes you add a waypoint
and it appears close
enough and it also appears to be in plain sight, but
the Half-Life engine
doesn't indicate that the waypoint is "reachable".
Be sure to check this in BOTH directions when
defining a waypoint path.
Usually you don't have to be too careful about waypoint
placement, but in some situations, you may have to spend
more time carefully
laying out waypoints to get them to be "reachable"
(ladders are a good
example).
To set crouch waypoints, simply crouch
when adding the waypoint. You will
notice that the waypoint line is shorter than a normal
waypoint. Bot will
crouch automatically when approaching a crouch waypoint
(if it's not a
camping waypoint).
Try placing waypoints at intersections
in hallways (do use some
"important" waypoints at crossings). Try not
to place waypoints in
places where the bots would bump into corners of walls
or other obstacles
when trying to get from one waypoint to the next. Remember
the bots won't
always take what you consider to be the "obvious"
choice when choosing the
next waypoint. Try to limit the choices that they have
to keep them from
heading off in the wrong direction. Also remember that
the Bots could go
backward in a fight and might not find a waypoint. In
that special case
they wouldn't find a near enough waypoint (they only
search in-between
200 Units) and get stuck forever. Since V1.4 it's important
to have a lot
of waypoints together to allow the Bots a wider choice.
Also put some
waypoints in corners or behind walls/doors so they can
take good cover
positions. The Bots will try to take cover at waypoints
not seen by the enemy and the one with the smallest
wayzone radius in their range.
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