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Set up CS2 botsBot commands, difficulty and their use in training

On your own CS2 server, bots are more than gap fillers: they serve as targets for aim training, as placeholders for utility practice and as opponents for set plays. This guide shows the most important bot commands, how to control difficulty and number, and what really makes sense in a practice round.

bot_add & bot_kickDifficulty levelsTraining, not filler

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Add and remove bots

The basic commands work via the console or via RCON:

bot_add            // bot into the smaller team
bot_add_t          // bot into the terrorist team
bot_add_ct         // bot into the CT team
bot_kick           // remove all bots
bot_kick ct        // remove only the CT bots

For bots to be allowed at all, bot_quota must not be 0. The value sets how many bots the server aims for - in combination with bot_quota_mode, which decides whether the number applies absolutely or fills up the teams.

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Control the difficulty

You set the playing strength via bot_difficulty:

ValueLevelFor
0Easypure aim practice
1Normalmovement practice
2Hardduel training
3Expertserious resistance

In addition, bot_dont_shoot 1 makes bots not shoot at all - exactly right for aim practice where you want to hit undisturbed. With bot_stop 1, they also stand still.

Bots as training targets

The most productive use. A typical combination for an aim session:

bot_kick
bot_difficulty 0
bot_dont_shoot 1
bot_stop 1
bot_add_t

This places immobile, defenseless targets on the map, on which you practice crosshair placement and spray control. For moving targets, leave bot_stop at 0 and increase the difficulty step by step.

On your own server, these commands run without restriction, and the practice round is ready whenever your team has time. For training with bots and a practice config, the smallest package is enough - the classification of all plans by purpose is in how much does a CS2 server cost?.

Unlimited ammo and grenade trajectories belong with it - both are provided by the practice config, which you load via exec.

Bots on a running server

On a public server, bots are a double-edged sword:

  • For: an empty server feels livelier, and teams stay balanced when someone leaves.
  • Against: bots play noticeably differently from humans and tend to drive players away on competitive servers rather than keep them.

The middle way has proven itself: allow bots on practice and deathmatch servers, switch them off on match servers via bot_quota 0. On a MatchZy server, the plugin takes over control itself anyway.

Configure bots permanently

For the settings to survive every restart, they belong in a config - not just in the console. Because of the load order, it is best to write them into a file of their own and load it via exec after switching modes.

Why the server.cfg alone is not enough for this is explained in server.cfg explained: the mode config is loaded afterwards and resets some of the values.

A practical tip: keep two files - a training.cfg with silent bots and a match.cfg with bot_quota 0. Then switching between practice and the real thing is a single command.

When no bots appear

The command goes through, the console does not complain, but nobody is standing on the map. There is a manageable number of causes - checked in this order, you find them quickly:

  1. bot_quota is set to 0. The first thing to check. Without a quota, the server accepts no bot, no matter how often you issue bot_add.
  2. The quota is already used up. Depending on bot_quota_mode, human players count towards it. Then bots automatically make way as soon as someone joins and cannot be added. In this case, raise the quota instead of adding individual bots.
  3. The map has no navigation data. Bots orient themselves by a navigation mesh of the map. Many community maps from the Workshop do not have one - there, bots stand still or cannot be placed at all. This does not happen on the official competitive maps.
  4. The mode config resets the values. It is loaded after the server.cfg. Your bot values therefore belong in a file that you reload afterwards via exec.

Whether a value has actually arrived, you can see by entering the convar name in the console without a value - the server outputs the current state. This is particularly worthwhile for the bot values, because they can be set in several places and overwrite each other.

What bots cannot do

Bots are a tool with a clear limit, and knowing it spares you disappointment after the third week of training:

  • Well suited for crosshair placement, spray control, peek timings and walking through positions - anywhere a target simply needs to stand at a certain spot.
  • Not suited for utility duels, fakes and anything that lives from the opponent's reaction. Bots do not read intent, play angles differently from humans and are not fooled by a smoke.

For the tactical part, the way therefore leads via modes with real opponents: retakes for the post-plant fight at the bomb site, executes for the coordinated attack, 1v1 arena for the pure duel. Alongside, bots remain what they are good for: patient targets that never cancel.

A sensible middle way is a combination of both. Place a few silent bots as placeholders on the positions you want to attack in the match, and practice your utility against them. The process is the same as in a real execute, just without resistance - and you see immediately whether the smoke really covers the line of sight.

Frequently asked questions

Via bot_add, bot_add_t or bot_add_ct in the console or via RCON. The prerequisite is that bot_quota is not set to 0 - otherwise the server does not allow bots.

Via bot_difficulty with the values 0 to 3, i.e. Easy to Expert. For pure aim practice, add bot_dont_shoot 1 and bot_stop 1 so that the bots neither shoot nor move.

With bot_kick. To clear only one side, append the team, i.e. bot_kick ct or bot_kick t. You switch bots off permanently via bot_quota 0.

On practice and deathmatch servers yes, on competitive servers rather not - bots play noticeably differently and often drive away more players there than they keep.

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