Skill – Self-esplanatory. Lower values cause the bot to spray the weapon at any range, while higher values make the bot’s weapon control better.
NOTE: If Skill is set to at least 35, the bot will use the knife at the start of a round.
Aggression – Define the bots playstyle, from campy and passive (0) to aggressive (100)
Teamwork – Defines the bot’s ability to cooperate with his team. A value of 0 causes him to become rogue (does not cooperate with his team at all)
ReactionTime – Reaction time of the bot, in seconds.
AttackDelay – Amount of time in seconds before the bot attacks his target.
Skin and VoicePitch – Leftover values from 1.6, Condition Zero, and Source. Defines the playermodel the bot is using and the voice pitch, respectively.
Cost – Leftover value from Condition Zero, defines the cost (in reputation points in the Singleplayer Campaign)
AimFocusInitial – How much ‘aim lag’ the bot will have initially (in degrees).
AimFocusDecay – How fast the bot’s ‘aim lag’ decays(affected by AimFocusInitial).
AimFocusOffsetScale – How much will ‘aim lag’ increase based on maximum angle distance from the bot’s POV (how the bot tracks his target).
AimFocusInterval – How often does the bot respond to the ‘aim lag’ (smaller values allows the bot to track his target faster)
LookAngleMaxAccelNormal – Initial rate of the acceleration of the crosshair of the bot towards a new position. (How fast the bot moves his head towards a target)
LookAngleMaxAccelAttacking – Initial rate of the acceleration of the crosshair of the bot towards a new position while in combat.
LookAngleStiffnessNormal – How fast the bot’s crosshair moves towards a new position. (The bot’s neck is replaced by a string, as in this guide. This is how fast the spring accelerates.)
LookAngleStiffnessAttacking – How fast the bot’s crosshair moves towards a new position while in combat.
LookAngleDampingNormal – How much the bot’s POV dampens. This calculates how much the bot’s POV oscillates from his intended POV
LookAngleDampingAttacking – How much the bot’s POV dampens while in combat.