Sourced from vendor documentation, plus field names and tooltips read from the scenario
editor in September 2026. Checked against its sources. Not yet reviewed by a person.
A bot profile is wiring, not content. It names a character, decides whether that character shoots,
and attaches the dodges that make it move.
It holds almost no settings of its own. It points at other profiles.
The tab lists the profile name and the character profile the bot wears. It also has spawn group, a
bot X-ray switch, ability use timer and ability usage as a frequency with a min and max.1
Last come a laser pointer switch, use minimum respawn time, disable scoring and
untargetable.1
The character profile is the important line. Everything about the target's size, health and
spawn behavior comes from there, not from here.
A bot profile is a junction box. Note that weapons hang off the character, not off the bot.
Disable Scoring and Untargetable are design tools. A bot that cannot be targeted or scored can
stand in a scenario as scenery, a distraction, or a thing to avoid shooting.
That is how you build a drill about target selection rather than target acquisition: put something
in the scene that punishes a careless click.
Spawn Group ties the bot to a spawn point group on the map, which is how different bots start in
different places.
One switch is about performance, not behavior. Checking it removes all dodging and movement
logic from the bot, which helps when a scenario wants a great many simple targets.
Ability Usage is a frequency rather than a schedule. Every interval between its minimum and maximum
the bot re-evaluates whether it may use abilities at all.
Untargetable means other bots cannot target it, which matters only in scenarios where bots fight
each other.
Every option on this tab, with a low and a high state side by side.
The tab has a no aiming or shooting switch, a fire weapons switch, and a weapon switch timer. Then
comes a row per weapon slot pairing an aim profile with a frequency.1
The panel notes that the weapons listed come from the character profile chosen on the Main
tab.
Two switches, three behaviors. No Aiming/Shooting strips the aiming logic out entirely. Fire
Weapons left unchecked keeps the aim but holds the trigger.
Unchecked, the bot still aims at its target and simply fires nothing. That is a target that watches
you, which reads very differently from one that ignores you.
Ignores you, watches you, or shoots back. Two switches cover all three.
Most aim drills want one of the first two. A target that never shoots back is a target you can
study, and most pure aim scenarios use exactly that.
The aim column names which aim profile the bot uses per weapon, and the frequency column weights
how often each is chosen.
Every option on this tab, with a low and a high state side by side.
This tab attaches dodge profiles, each with a weighting.1 This is where a target's motion
comes from.
Weighting decides whether runs are comparable. Heavily weighted one way and nearly every rep is
the same rep. Weighted evenly and which drill you got is luck.
Every option on this tab, with a low and a high state side by side.