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The core commands are bot_add, bot_add_t, bot_add_ct, bot_quota, bot_quota_mode, and bot_kick. The important distinction is that bot_quota does not always mean “spawn exactly this many bots”: fill treats it as a target for total players, while match treats it as a human-to-bot ratio.
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A bot is a computer-controlled player managed by the game server. The server decides whether bots should be present, which teams they join, and when they are added or removed. Your console is only a control channel; it does not create bots independently of a running server.
This distinction explains many apparent failures. A command entered while you are merely connected to someone else’s match may be rejected or have no effect. The same command works in a local listen server when you are the host, or on a dedicated server when your account or console connection has the required server permissions.
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- Local listen server: CS2 hosts the match on the machine running the game. Console changes are convenient for a one-off practice session.
- Dedicated server: A separate server process runs the map. Commands must reach that process through its console, RCON, a provider panel, or a persistent configuration file.
Always confirm that you are controlling the server running the active map. A correctly spelled command sent to a different instance cannot change the match you are watching.
Choose the setup that fits your session
| Setup | Where commands are entered | Persistence | Administrative control | Best use |
|---|---|---|---|---|
| Local listen server | The in-game developer console while you host | Usually one session unless you save the commands in a configuration file | Low overhead; the host controls the match | Practice, testing maps, and quick bot lineups |
| Dedicated server | Server process console, RCON, or a hosting panel with server-command access | Can be reapplied after restarts through the server configuration or startup mechanism | Requires server permissions and attention to map and game-mode configuration | Persistent practice servers and matches shared by several players |
The commands are the same in both cases. The difference is the authority and persistence behind them: a local console is usually an immediate experiment, while a dedicated configuration must survive restarts and may be overwritten by later game-mode settings.
Prerequisites: enable the console and start the right server
- Launch CS2 and open Settings.
- In the Game settings, set Enable Developer Console (~) to Yes.
- Start a practice or private session if you are testing locally, or connect to the dedicated server whose bots you intend to manage.
- Open the console with the key assigned to the developer console. The default is commonly the tilde key, but use the key shown in your own key bindings.
For a local match, host the map yourself before entering bot commands. For a dedicated server, identify the active server instance and map first, then use the server’s command path. If a provider offers several game servers or configuration profiles, editing an inactive profile will not change the running match.
Add one or more bots with the console
Enter one of these commands in the server console:
bot_add
bot_add_t
bot_add_ct
bot_addrequests a bot without specifying a team.bot_add_trequests a Terrorist bot.bot_add_ctrequests a Counter-Terrorist bot.
Team-specific commands are useful when the automatic team choice is not what you want. If one team is already full or the current mode imposes balancing rules, the server may place the bot differently or decline the request.
The documented team-specific form can also accept optional arguments:
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bot_add_ct <type> <difficulty> <name>
Use the command help on the CS2 build running your server to see the accepted values for type, difficulty, and name. Those values and command behavior can change between builds, so do not copy an old list of difficulty or type tokens without checking the live server.
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Control the population with bot_quota and bot_quota_mode
bot_quota is the server convar that supplies the numeric bot target. The current CS2OpenDev convar reference lists a default value of 10. The meaning of that number depends on bot_quota_mode.
bot_quota_mode |
How the quota is interpreted | What happens as humans join or leave | Example |
|---|---|---|---|
normal |
The quota is treated as the target number of bots. | The server follows the bot target rather than deliberately converting it into a total-player target or a human-to-bot ratio. | bot_quota 5 targets five bots. |
fill |
The quota is the target number of players in the game, with bots used to fill open places. | Bots can be removed when humans join and added when humans leave, so the visible bot count changes. | bot_quota 5 keeps five total players by filling vacancies with bots. |
match |
The quota establishes a one-to-N human-to-bot relationship. | The number of bots changes with the number of human players to preserve that ratio. | bot_quota 5 applies a one-to-five human-to-bot ratio according to the server’s implementation. |
To fill open places until five total players are present, enter:
bot_quota 5
bot_quota_mode fill
To target a fixed bot population instead, use the same quota with normal:
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bot_quota 5
bot_quota_mode normal
Do not judge the setting by a single scoreboard snapshot. In fill and match modes, a human joining or disconnecting is expected to change the bot count. That behavior is the purpose of those modes, not a sign that the command failed.
Remove bots or change the current arrangement
To remove all bots from the active match, run:
bot_kick
The documented command also supports filters for team, bot type, difficulty, and name. Because the accepted filter syntax can vary with the running build, enter the command’s help text on that server before using a filtered form. If you only want a clean lobby, the unfiltered command is the least ambiguous option.
Removing bots does not necessarily disable automatic replenishment. If bot_quota remains nonzero and bot_quota_mode is fill or match, the server is designed to add bots again when the target condition is no longer met. Set the desired quota mode after kicking, or place the intended values in the persistent server configuration.
Configure bots on a dedicated server
A dedicated server needs two things beyond a local session: a command path with server authority and a configuration that is loaded at the right time.
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Use the server’s command path
- Server process console: type the commands directly into the console attached to the running server process.
- RCON: send the commands through your server’s configured remote-console mechanism using an account with the required permissions.
- Hosting panel: use the provider’s current server-console or custom-command field. Panel names and menu paths differ, so follow the provider’s current documentation rather than assuming that a field called “startup parameters” executes live console commands.
A client-side console is not a substitute for these methods. If you are only a player on the dedicated server, your local bot_add line may not have server authority.
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Put repeatable values in the persistent configuration
If the same bot setup should return after a restart, put the convars in the server configuration or startup mechanism exposed by your host:
bot_quota 5
bot_quota_mode fill
The exact filename and load location depend on how your server is installed. The important ordering rule is to apply these values after the game-mode configuration that could override them. Some hosts require a restart or a level change before a modified configuration is read; others provide a reload action. Use the host’s current documentation for that operation.
Verify the active instance and map
- Confirm that the file you edited belongs to the active server instance, not a template or a second installation.
- Check that the command was executed with server permissions through RCON, the provider console, or the server process console.
- Confirm the active map and game mode after the server starts or changes level.
- Recheck
bot_quotaandbot_quota_modeafter game-mode configuration has loaded. - Restart or change level when the host requires a reload for configuration edits.
Map, mode, and navigation requirements
A syntactically valid command does not guarantee a visible bot. The current game mode may restrict bots, the map may not support the expected team arrangement, or the map may lack the navigation data bots need. Check these conditions before changing command spelling.
Start with a known active map and a mode that permits bots. If a general bot_add request produces nothing, try the team-specific command that matches the team you expect. Then inspect the server console for a rejection or mode-related message. A map change can also clear a temporary arrangement, which is why persistent convars should be checked after every level transition.
One-off commands versus persistent configuration
| Goal | Recommended method | Reason |
|---|---|---|
| Test a lineup for one practice session | Run bot_add, bot_add_t, or bot_add_ct in the host console |
Immediate and easy to undo with bot_kick |
| Keep five total players while friends connect | Set bot_quota 5 and bot_quota_mode fill |
The server automatically fills vacancies and adjusts as humans arrive |
| Maintain a fixed bot target | Set bot_quota with bot_quota_mode normal |
The quota is interpreted as the bot target rather than total-player capacity |
| Restore the setup after a restart | Save the convars in the dedicated server’s persistent configuration or startup mechanism | One-off console history is not a reliable restart policy |
| Operate a shared server | Use RCON, the provider console, or the server process console | These paths provide server-side authority instead of relying on a connected player’s permissions |
Troubleshoot the common failures
No bot appears after bot_add
- Confirm that the command reached the server running the map. On a dedicated server, check the server console or RCON response rather than only your client console.
- Verify that you are the local host or have server permissions on the dedicated server.
- Check the active map and game mode for bot support and available navigation data.
- Try
bot_add_torbot_add_ctto remove ambiguity about the destination team. - Read the command help on the current build if the server reports an unknown or malformed command.
Bots keep returning after you kick them
Inspect bot_quota and bot_quota_mode. A nonzero quota combined with fill or match intentionally replenishes bots to satisfy its target. Change the quota or mode if you want an empty server rather than repeatedly running bot_kick.
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The server has the wrong number of bots
First identify the mode. In normal, the quota represents the bot target. In fill, it represents the total-player target, so humans replace bots. In match, it represents a human-to-bot ratio, so the bot count scales with human players. Comparing the displayed bot count with the raw quota without accounting for the mode leads to the wrong diagnosis.
The setup disappears after a restart or map change
Move the convars from the interactive console into the dedicated server’s persistent configuration or startup mechanism. Verify that the file belongs to the active instance and that the values are applied after any game-mode configuration. Restart or change level when required by the host, then inspect the active values again.
The console says a command is unknown
Use the command-help facility on the running CS2 build and compare the spelling with a maintained command reference. Do not assume that an older tutorial’s optional arguments or filters still have identical names or behavior.
A reliable workflow for a five-player practice server
The following sequence avoids the most common quota misunderstanding while remaining easy to reset:
- Enable the developer console and start the intended map in a local session, or connect to the intended dedicated instance.
- Confirm that the map and mode permit bots and that the command is being sent with server authority.
- Run
bot_quota 5. - Run
bot_quota_mode fill. - Watch the scoreboard as players connect. The server should fill open places until five total players are present, then reduce or add bots as the human count changes.
- When finished, run
bot_kickfor a clean session, or replace the quota settings with the values you want to persist.
If your goal is five bots regardless of the number of human players, use bot_quota_mode normal instead of fill. If your goal is a human-to-bot relationship that scales with attendance, use match and interpret the quota as the ratio setting.
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Quick command reference
| Command | Purpose | Important qualification |
|---|---|---|
bot_add |
Request a bot | Team selection is not specified |
bot_add_t |
Request a Terrorist bot | Team availability and the active mode still apply |
bot_add_ct |
Request a Counter-Terrorist bot | Optional type, difficulty, and name arguments should be checked with live command help |
bot_quota <number> |
Set the numeric bot target | The interpretation depends on bot_quota_mode; the current reference lists a default of 10 |
bot_quota_mode normal |
Use the quota as the bot target | Does not intentionally provide fill or ratio behavior |
bot_quota_mode fill |
Use bots to maintain N total players | Bots are added or removed as humans join and leave |
bot_quota_mode match |
Maintain a one-to-N human-to-bot ratio | The visible bot count scales with human attendance |
bot_kick |
Remove bots | Quota settings can cause bots to return |
What to remember when administering bots
Think of bot management as server administration, not a client-side toggle. Start the correct map, send commands to the process hosting it, choose a quota mode whose definition matches your goal, and persist the convars when the setup must survive a restart. When the result looks wrong, check authority, active mode, map navigation data, and configuration order before assuming the command itself is broken.
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