Fake Ping & Scoreboard
The fake ping system makes bots appear to have realistic network latency on the scoreboard, improving the believability of server population.
rbot_fake_pingMaster switch for the fake ping feature. Internal CVar name is rbot_ping.
Disabled automatically on very old game version paths. When enabled, bot scoreboard pings are dynamically calculated and updated.
rbot_ping_base_minMinimum value in the base random ping range.
Clamped to 0–100. If min > max, values are automatically normalized.
rbot_ping_base_maxMaximum value in the base random ping range.
Clamped to 0–100. If min > max, values are automatically normalized.
rbot_ping_count_real_playersIf enabled, the bot ping model averages real player pings before adding bot-specific variation.
This makes bot pings appear more natural by basing them on the actual human player ping distribution on the server.
rbot_ping_updater_intervalHow often (in seconds) bot pings are recalculated.
Clamped to 0.1–10.0 seconds. Lower values update more frequently; higher values reduce CPU usage.
rbot_fakeping_score_graceScoreboard grace latch to reduce fake-ping flicker after score key release or score update messages.
Clamped to 0–5.0 seconds. Prevents visible ping flickering on the scoreboard after score events.
rbot_display_avatarIf enabled and an avatar list exists, bots get a random avatar Steam ID key assigned on spawn.
Used for visual variety on the scoreboard.
Debug CVars
rbot_fakeping_debugEnables fake ping debug instrumentation.
Most debug prints are currently commented out in v1.1.3, but the timing gates and flow checks remain active.
rbot_fakeping_debug_bot_slotFocus slot (1–32) for debug tracking in the fake ping debug path.
rbot_fakeping_debug_receiver_slotFocus receiver slot (1–32) for debug tracking. 0 means any receiver.
rbot_fakeping_debug_intervalDebug print/pump interval gate.
Clamped to 0.05–5.0 seconds.