Always make sure there's only one client (you) on the map, and the node edition mode is activated (SV EditRoute 1)

USEFUL
  bot_nodesound        Enable sound effect when adding/removing/displacing nodes
  bot_nodeviewlinks    Display links between nodes
  bot_nodeviewtest     Visibility optimization test (if node suddenly appearing is annoying to you, set to "0". If you get the "sz_getspace: overflow" error, set to "1")
  bot_nodeviewupdate   How often nodes are updated
  bot_nodeviewfade     When nodes starts to fade in/out
  bot_nodeviewdist     How far away nodes can be seen
  bot_nodeautosave     How often (in seconds) nodes are automatically saved to a temporary file (set to 0 to disable - any value below 30 is set to 30). Note that those files will have a ".tmp" extension and will never be compressed (regardless of your settings).

NODE TYPES
  ndMove        Standard ground node, placed everywhere the player can walk.
  ndWater       Standard underwater node, placed everywhere the player can swim.
  ndLadder      Special node marking ladders.
  ndItem        Special node linked to entities, this one specifically links to pickup items.
  ndElevator    Special node linked to entities, this one specifically links to func_plat (elevators).
  ndTeleporter  Special node linked to entities, this one specifically links misc_teleporter (source) and misc_teleporter_dest (target).
  ndAirfall     Special node for midair beaconing (this node can be reached by falling).
  ndAirjump     Special node for midair beaconing (this node must be reached by a jump).
  ndCashSpawn   Special node to signal money drop, bots will gather around this point in bagman.

NODE OPERATIONS
  Nodes are checkpoints you place all around the map, they are used as a reference in the roadbook (how to reach a specific point) and to mark where important items are (ammo, weapons, elevators, etc). To simply the editing process, it is recommended to execute "editnode.cfg".

  ADDING NODES
  :: Automatic trail ::
  To enable automatic node placement, set "Bot_NodeTrail" to "1" (set to "0" to disable node placement). The program will insert the most appropriate node if there's no node available within a range of 128 units as long as you're not in midair.
  :: Manual insertion ::
  You may place nodes manually using the console command "NodeAdd" or "NodeAdd <type>". Both commands will place a node at your current location, the first will pick the node type automatically, while the second will use the node type you specified.
  :: Entity nodes ::
  You may also use the console command "NodeItem" to automatically place item nodes for each collectable and special spots such as elevators and teleporters.
  :: Node area ::
  For large areas, you may use the console command "NodeArea". The first time the command is invoked, the current location is registered. Moving around draws a rectangle from that original position to the current position. Invoking the command a second time will fill the rectangle with nodes. Note that these nodes are automatically dropped to floor level.

  MOVING NODES
  NodeMove <index>
  Displace the specified node to current player location. If <index> is unspecified, the closest node to your position within a 128 unit range will be displaced instead. If the node is linked to an elevator, both the source node and its twin will be displaced so their X and Y coordinates remain identical (this feature comes in handy when you need to correct a faulty automatic node placement).
  NodeMove2 <index>
  When moving nodes located on elevators, this function will also change the Z coordinate of the twin node to preserve the distance; otherwise, it works exactly like NodeMove <index>.

  DELETING NODES
  NodeRemove <index>
  Remove the specified node. If <index> is unspecified, the closest node to your position within a 128 unit range will be removed. You may specify "all" to clear all nodes at once.

  FINDING NODE
  NodeFind <index>
  Teleport yourself to the specified node.

ROUTE
  SAVE ROUTE
  Use the command "SV SaveNodes" to save the current set of nodes and the roadbook (this operation will automatically use "PathSolve"). Also note that saving the route information will increment the file's revision number by one and save your netname; the revision number and the netname of the player who saved the file can be seen after the route file is loaded, during map initialization.

  COMPRESSION
  Decompressed (that is, at run-time), the data required for bot navigation takes up to 2.2Mb. In order to reduce the size necessary for storage, two types of compression are used: RLE-W (Run Length Encoding Word) and WR (Word Repeat). The first method is very fast but is only truly efficient with the roadbook. The second method is slower but provides a higher compression rate. Using RLE-W before WR will reduce the time required to compress the data and provide a compression ratio similar to WR only (there's an insignificant gain/loss margin). Setup the compression method via the console variable "bot_nodeshrink": "0" for no compression, "1" for RLE-W, "2" for WR, "3" for both RLE-W and WR.

NODE LINKING
  To build the roadbook, use the console command "PathSolve". This operation will link nodes together following a strict set of rules, and rebuild the roadbook from scratch. After the process, a list of isolated nodes and networks is displayed. Isolated nodes are nodes that are not connected to any other nodes (in and out). Networks are groups of nodes connected together. For the file to be valid, NO node can be isolated, and there can only be ONE network.
  - Move nodes can be linked if they are at most 196 units appart.
  - Ladder nodes can link any other ladder node within a 196 units range, but they will only link other types of nodes if they are at most 48 units away (on the horizontal plane, elevation is ignored) AND also aligned with the ladder (ladders are considered to be 32 units wide, the ladder node being located in the middle.
  - Air bound nodes will only be linked if they are located lower than the linking node, and they will only link to nodes located lower within a 196 unit range.
  - When multiple nodes are roughly aligned on the same ray, only the closest node is linked.
  - Water nodes can connect to any other water node within a 196 units range as long as there's water all the way between the two nodes.

COMMON ISSUES
  Sometimes, bots are unable to come up with a path to reach their goal, spawning the message "** WARNING ** [botname] is referencing outside boundaries (from [source] to [target] via -1)" again and again in the console. This is the easiest issue to solve. Every node should belong to the same network (that is, every node can be reached from any other node). This issue appears when either the starting point (where the bot is) or the goal (where the bot wants to go) belongs to its very own network. Take for instance the "armor balcony" in KPDM5: bots can easily reach the balcony by jumping from the second story... however, the balcony only contains four nodes (two item nodes, and two walk nodes) and those four nodes only connect to each other, thus creating an isolated network; which means bots will be trapped in this small four-node network with no way out. Adding air fall nodes will allow bots to leave the area by falling to the lower floor, solving the problem. Same can be done with the small ledges in KPDM2 (where the helmet is). Other times, they are trying to reach a node (most often an item node) that is not connected to anything else. Either delete the item node, or create a path to solve the issue.