I haven't used his for a great length of time so I don't know too much. I think that mine is more versatile and easier to set up for things like deathmatches (place one brick and it works) and custom appearances. (Change one event rather than strange /commands and "hidenode" stuff)
Current events I have:
Input events (bricks)
onBotLoaded - When events are changed or when brick is placed
onBotInjured - When bot is hurt by weapons fire
onBotDeath - When the bot dies
onBotKill - When the bot kills a player/enemy
onBotRespawn - Triggered after the minigame's respawn time or few seconds after it dies
onBotSpawned - When the bot is spawned by events
onBotLoseTarget - When the bot immediately can't see its target
onBotChaseTarget - While the bot is chasing a target
onBotLoseChaseTarget - When the bot cannot navigate to its target from the last known position
onBotNoTarget - While the bot has no target
onBotSeeFriendly - When a friendly player is in view (works with TDM, ZAPT, Rotondo's Zombies)
onBotSeeEnemy - When an enemy player is in view
onBotSenseProjectile - When an enemy projectile is detected in a radius around it
Output events (bricks only)
spawnBot [Player Type, Appearance Type, Automatically Saved Appearance, Weapon Held]
respawnBot - respawns the bot defined by the spawnBot event
deleteBot - removes the bot if it's spawned
setBotMoveDestination - last event-triggered bot moves to this brick (think setPlayerTransform)
Output events (bricks, bots and players: function of some varies based on targets)
setBotAim [Vector, Absolute] - makes the bot aim a specific direction relative to itself or the world
setBotMove [Vector, Absolute] - makes the bot move a specific amount relative to itself or the world
setBotMoveObject [Target] - makes the bot follow a specific player target (e.g. activating player, closest enemy, closest player]
clearBotMove - clears the bot's current move object
setBotJump [checkbox] - if on, the bot continually jumps
setBotCrouch [checkbox] - if on, the bot continually crouches
setBotJet [checkbox] - if on, the bot continually jets
setBotFiring [checkbox] - if on, the bot continually fires its current weapon
setBotFireTarget [Target] - makes the bot aim at and attempt to fire at a specific target (like moveobject or aiming at the brick)
botWander - Moves the bot once in a random direction/distance in front of it, turning at walls (used with onBotNoTarget)
botChase - Bot chases its current target (used with onBotLoseTarget and onBotChaseTarget)
I'm unsure whether to do the input events like "onBotActivated" and "onBotTouched" as that'd basically be copying Amade's.