382 files
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supplydepot3 xmas - supplydepot3_xmas.pk3 and waypoints
By papywolf
Original Map Author: Ginc
Secondary Author/modder: EB EMAIL: etmaps@gmail.com
Supplydepot3 map for Enemy-Territory
To use: Place the .pk3 file into your etmain folder.
_______________________________________________________________
**Changes**
Winter look w/ some slight cave brush-manipulation & surfaceparms for steps added to ground level shaders.
Changed crane controls and moved them so they are no longer able to be satcheled through the wall
scripting fixes added
Back window by crane is larger to see through but plated with glass
Truck must go slightly further into the garage that has been added
**Added**
Health and ammo cabs @ command post ( when allies construct )
Axis 2nd spawn rear exit building for aesthetics
spotlights
a garage - winning allied truck exit
allied 1st spawn now contains an mg nest
1 new sound file for the radio @ flagged checkpoint
binocsimple shader remapped to infrared-type focal
[other small changes may have been forgotten to be flagged here]
1 download
0 comments
Submitted
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etl supply v14 - etl_supply_v14pk3 and waypoints
By papywolf
// ======================================================================
// 'Supply Depot, by ginc'
// March 2024
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Supply Depot map from ET created by ginc.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
-----Changelog-----
v14:
• Removed tall grass foliage model. Thank you kajto3 and others for reporting.
• Renamed optional tunnel blockade description in script. Thank you c0rnn for reporting.
• Removed 500ms wait delay after truck reached its final position to prevent the win incorrectly being awarded to Axis. Thank you Plain for reporting.
• Fixed missing collision at outer wall towards mountain near CP. Thank you Terifire and Plain for reporting.
• Slightly reduced sun intensity. Thank you lemr for reporting.
• Expanded the tunnel system in the first stage as an optional mapscript setting.
v13:
• Reverted entire terrain back to original collision. Thank you ET: Legacy competitive for reporting.
• Significantly changed overall look. Thank you Aciz for feedback.
• Changed road design for a clearer separation between grass and road to simplify planting of landmines. Thank you ET: Legacy competitive for reporting.
• Moved gold crate in truck further back to prevent hiding. Thank you u!ps for reporting.
• Lowered optional windows in small bunkers to match guardhouse crouching. Thank you u!ps for reporting.
• Added optional ladders to small bunkers. Thank you u!ps for reporting.
• Improved and smoothened out collision around the map. Thank you Aciz for reporting.
v12:
• Fixed forward spawn flag occasionally leaking through the ground into the room below. Thank you Aciz for suggesting the fix for Warbell.
• Included truck script by hazz to shorten the delay on truck movement. Check the script for 'globalaccum 4' for more info. Thank you hazz for creating the script.
• Fixed landmines not plantable near cave exits. It's now closer to the original Supply Depot by ginc. Thank you mayan for reporting.
• Added mapscript option to open the two bunkers in the first valley. Closed off by default.
• Adjusted floodlight settings and reworked light sources for a more atmospheric lighting. Thank you Aciz for reporting.
v11:
* Fixed Truck trigger not being aligned correctly leading to unresponsive movement. Thank you ryzyk and bystry for reporting.
v10:
• Removed duplicated brushes on the inner wall of the west depot tower.
• Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature.
• Prevented landmines being placed in Depot Wall breaches. Thank you ryzyk for reporting.
• Fixed unnatural shadows underneath rocks. Thank you Kimi for reporting.
v9:
• Lowered central mountain to enable riflenade shots again. Thank you detdet for reporting and testing.
v8:
• Fixed caulk leak in terrain. Thank you Dmxj for reporting.
v7:
• Removed glitchy rock at cave exit near depot gates. Thank you Kimi for reporting.
• Fixed flying vent at forward gate in first stage.
• Fixed sun being in wrong position on 2.60b clients by adding dummy `q3map_sun` shader. Thank you Aciz for reporting.
• Increased `-bounce` from 3 to 6. Thank you Aciz for suggesting.
• Adjusted height of central mountain to reenable riflenade shots. Thank you ET: Legacy competitive community for reporting.
• Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting.
• Adjusted lighting settings for improved performance. Thank you Aciz for suggesting.
v6:
• Adjusted terrain near Depot Gates tunnel exit to allow a riflenade trickshot again. Thank you zenixje for reporting.
• Merged terrain brushes directly in front of Depot Gates to allow for 'edge sliding' again. Thank you WuT for reporting.
• Reduced height of middle mountain to allow various riflenade shots again. Thank you detdet, keithms and iQA for reporting.
v5:
• Fixed crane_sound (constructed controls) playing in second round after /map_restart.
• Added unique ids for spawn slots to prepare this feature.
• Changed and restructured assets to increase shared content across all overhauls.
v4:
• Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting)
• Added satchel exploit fix for crane controls. (Thank you jobhh for reporting)
• Add optional spawn cabinets. (Thank you Dmxj for requesting)
• Fixed speaker pointing to incorrect sound file.
v3:
• Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support)
• Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this)
• Fixed gold crate support blocks visible through walls.
• Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting)
• Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting)
• Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting)
• Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge.
• Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting)
• Fixed visible seams in terrain textures.
• Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting)
• Fixed skyportal incorectly having sky shader instead of mountain.
• Fixed flying rock next to east depot wall.
• Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.)
v2:
• Changed floodlight colour to uniform white
• Fixed vanilla ET compatibility
• Fixed various trickjumps
• Cleaned collision for easier player movement
• Fixed mirrored textures in vanilla ET
• Changed crane control construction indicators for clearer visibility
• Improved lighting and general visibility
• Fixed issue where planting landmines was possible everywhere
v1 (to original):
• Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired.
• Extended map skywards to allow for free shoutcaster/spectator movement.
• Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times.
• Comprehensive rework of structural mesh to improve on VIS.
• Removed player collision from noticeboards, picture frames, lying doors etc.
• Enlarged some door and window frames for more consistent use of dimensions across the map.
• Colour-coded stairwells in forward bunker.
• Fixed clip position of destroyed allied cp model.
• Removed collision from crane rope.
• Dispersed spawn points to declutter mass spawn events.
• Adjusted terrain around some rocks to prevent leaks at the border.
• Added team specific CP sounds
• Re-added previously removed radio speakers
• Increased player count to 20v20
• Added external antenna as visual indicator for CP status
• Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position.
// AXIS
Primary Objective: Retrieve the documents.
Capture the forward bunker.
Destroy the main entrance.
Destroy the side wall.
Don't let them construct the guardtower.
Prevent the Allies from establishing a Command Post.
Set up a Command Post.
// ALLIED
Primary Objective: Defend the documents until reinforcements arrive.
Capture the forward bunker.
Do not let the Axis destroy the main entrance.
Defend the side wall.
Construct the guardtower.
Establish a forward Command Post.
Prevent the Axis from fortifying their position with a Command Post.
7 downloads
0 comments
Updated
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_M4CHiN3 - _M4CHiN3.pk3 and waypoints
By papywolf
EXCLUSIVE H!TM@CH!N3 PRODUCTION
CTF map
4 downloads
0 comments
Submitted
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Grotli final + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Grotli
// BSPname : grotli
// Released: 04.10.2023
// Version : Final
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
15 downloads
0 comments
Updated
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Grotli winter edition + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Grotli winter
// BSPname : grotli_winter
// Released: 23.11.2023
// Version : Final (This is the winter edition of the original map Grotli)
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate and steal the tank.
3] Escort the tank to the Axis base.
4] Destroy the tank barriers.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate and don't let them steal the tank.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barriers.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Protect the side entrance.
=======================================================
16 downloads
0 comments
Updated
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the station - the_station.pk3 and waypoints
By papywolf
Download pk3 name: the_station_final.pk3
Map name: the_station.bsp
Author(s): Magic
Also attached: _the_station_textures.pk3
Its "Capture The Flag" - but its small and short spawn time - and you can't deliver the objective if the enemy got yours, and you can't secure your own flag if you got the enemy flag. This map could also fit well for 2vs2.
A real hardcore head to head CTF map!
5 downloads
0 comments
Submitted
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Taebla Factory
By connotron999
This is a map I created along time ago around 2006-2008 maybe when I was in high school.
I finally found it and thought I should share it.
It has definitely its quirks but hopefully someone finds this map interesting.
7 downloads
0 comments
Submitted
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etl braundorf v2 - etl_braundorf_v2.pk3 and waypoints
By papywolf
works correctly with Enemy Territory
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.22 downloads
0 comments
Submitted
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prisoner of war - ( mp_pow.pk3 ) and waypoints 0.9
By papywolf
waypoint files to use with omnibot 0.9
Prisoner of War - Finalversion 1.0
POW for Enemy Territory
presented by asw
5.03.2004
------------------------------------------------------------------
December 1942
The german Wehrmacht (Army) have an allied Aircraft shoot down.Inside this aircraft where an agent with an Microfilm.The German Wehrmacht (Army) have catch the agent and before they interrogate him, he hide the Mircofilm at the camp
------------------------------------------------------------------
// Allied Objective Descriptions
- Serach for the Mircofilm and take it back
- Construct the Wood Bridge
- Construct the Steelbrigde
- Construct the comandpost at the Tunnelbunker
- Destroy the Main Entrance
- Destroy the Camp Entrances ( there are 4)
- Destroy the secreat Entrance
- Capture the Spawn Flag of the Tunnelbunker
- Escape with the Mircoflim to the broken Gun
// Axis Objective Descriptions
- Stop the Allies from seaching for the Microfilm
- Stop the Allies from escaping with the microfilm to the broken gun
- Prevent the Allies from constructing the Steel-Brigde
- Prevent the Allies from constructing the Wood-Brigde
- Defend the Main Entrance
- Defend the camp Entrances ( 4 times)
- Defend the secret Entraance
- Capture the Spawn Flag at the Tunnelbunker
- Stop the Allies from constructing a Command Post at the Tunnelbunker
- Construct the watchtowers and repair the broken street at the mine-field
- Prevent the Allies from establishing a Wood Bridge
------------------------------------------------------------------
- die rundenzeit ist auf 30 minuten eingestellt.The Time for each Round is 30 minutes
------------------------------------------------------------------
- Scripting by asw and spezil thx to Ron-007 for his help
- Mapping: SD ET Radiant 1.3.8 + 1.4.0 - EasyGen
- Mappingtime: 10.Aug. 2003 - 5.March 2004
- Brushes: 12.436
- Entities: 2278
- Compiletime Q3map2: 4 h
- Parameter: bsp-meta, vis, light-fast, samples2, filter, bounce 4
------------------------------------------------------------------
thx @ll tester
and @ll member to level-designer / www.level-designer.de
and @ll member to [EGN]Clan / www.egnclan.de for testing the beta-maps
------------------------------------------------------------------
spezial thx to @Ron-007 !!!!
------------------------------------------------------------------
11 downloads
0 comments
Submitted
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Holy Grail - Holy_Grail.pk3 and Waypoints ( 0.9)
By papywolf
Download pk3 name: Holy_Grail.pk3
Map name: Holy_Grail.bsp
An Axis archeology team has according to Allied intelligence found the Grail in a hidden temple in Venezuela, as the Axis wait on proper transport for the Grail, the Allied has send a squad to steal the Grail!
// Axis Objective Descriptions
1 "Primary: Stop the Allies from breaching the Walls with dynamite."
2 "Primary: Stop the Allies from stealing the treasure gold box."
3 "Primary: Stop the Allies from securing the treasure in the truck."
4 "Primary: Build a command post, and do not allow the allies to do the same."
Allied Objective Descriptions
1 "Primary: Breach the Walls with dynamite."
2 "Primary: Steal the treasure gold box witch containes the Holy Grail."
3 "Primary: Secure the treasure in the truck."
4 "Primary: Build a command post, and do not allow the axis to do the same."11 downloads
0 comments
Submitted
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etl braundorf - etl_braundorf_v1.pk3 and waypoints 0.9
By papywolf
PLEASE NOTE THIS MAP DOES NOT WORK ON TERRITORY ENEMY JUST WORKS ON ETLEGACY.
// ======================================================================
// 'Braundorf, by Brevik'
// November 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================
This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.
// AXIS
Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective: Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times.
Secondary Objective: Build and defend the Rear Entrance to the bunker.
// ALLIES
Primary Objective: Destroy the City Gate and permanently capture the Factory District.
Primary Objective: Destroy the Bunker Controls to win the battle.
Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective: Capture the Factory District spawn point.
Secondary Objective: Build the Command Post for faster charge times and a new spawn point.
Secondary Objective: Destroy the Rear Entrance to the bunker.
etl_braundorf-waypoints-0.87.rar
10 downloads
0 comments
Updated
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etl_beach_v2.pk3 and waypoints
By papywolf
// ======================================================================
// 'Beach Invasion, by Nerve Software'
// July 2023
// suber
// http://www.etlegacy.com
======================================================================
This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same
objectives and basic gameplay.
The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual
improvements. A small number of changes have also been made to help improve the balance of the map.
-----Changelog-----
v2
• Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default)
• Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default)
• Relocated rock by Sea Wall to fix exploit
• Fixed "SV_SetBrushModel: NULL" error
• Restored original terrain geometry near roof of Forward Bunker
• New terrain texturing with improved dotproduct2 blending
• Reduced size of radio objective trigger box
• Modified terrain by South Bunker to allow Allies to bypass ladder via hillside
• New rock terrain texture and matching rock model texture
• Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default)
• Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault)
• Rearranged Axis Main Bunker spawnpoint layout
• Fixed misnumbered Axis spawnpoint ID
• Renumbered various spawnpoint IDs
• Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6)
• New spawnpoint layout reference images
• New sky shader with a moon and world lighting improvements
• Reworked interior and exterior lighting
• Added new searchlights and AA guns
• Added new grass foliage
• Added more rocks and bushes
• Added more props and decorations in various rooms within the bunkers
• Fixed texturing of barbed wire on Sea Wall
• Added supports to barbed wire on Sea Wall
• Added the correct footstep sounds for grass and sand
v1 (to original et_beach):
• Added new command map
• Improved Sea Wall door icon
• Added ammo and health cabinet map icons
• Added missing ammo cabinet icon
• Improved lighting of command post
• Improved lighting in trench dugout
• Added new wall light on upper south level of the bunker
• Fixed issue with players being killed by clipping the command post while constructing
• Fixed Allied objective status for capturing Forward Bunker
• Added all objectives to limbo menu
• Spelling and grammar corrections
• Fixed all objective limbo cameras
• Added missing mortar sound effects
• Added new VO announcements
• Removed duplicate UI pop-up announcements
• Altered bot .gm file to match new UI pop-up announcements
• New sky
• Restored original terrain textures
• Restored original sea textures and animation
• Added rocks and vegetation
• Fixed missing radar dish
• Added Pak 40 gun emplacements
• Added many additional props throughout the map
• Minor adjustments to trench geometry and texture alignment
• New trench wood texture
• Minor adjustments to trench dugout geometry
• Fixed Allied side spawn
• Increased number of spawn points
• Adjusted spawn point locations
• Removed upper level MG42 to improve team balancing
• Minor adjustments to forward bunker terrain geometry
• Expanded interior space of forward bunker
• Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default)
• Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default)
• Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default)
• Fixed triggering of alarm sound
• Fixed various texture alignment issues
• Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement
• Fixed invisible back sides of lights mounted on antenna
• Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default)
-----Credits-----
- Original script: SEKoner
- Searchlight model: FireFly
- Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures
- Technical drawings: https://drawingdatabase.com/
- Thanks to kemon for the inspiration, guidance and feedback
- Thanks to Mateos for improving the bot waypoints
- Thanks to uips for feedback, suggestions and assisting with the scripting
- Thanks to c0rnn for feedback and suggestions
ETL Discord https://discord.gg/UBAZFys
-----Distribution-----
All included files may be freely shared and modified.
All original files remain property of Nerve Software LLC and SplashDamage Ltd.
Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved.
20 downloads
0 comments
Updated
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TWC Fraglax v2 - TWC_Fraglax_v2.pk3 and waypoints
By papywolf
No information on the map
A big thank you to UgC'Pinn for the waypoint files
7 downloads
0 comments
Submitted
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ho_chi_minh_trail.pk3 and waypoints
By papywolf
new waypoint files to use with omnibot 0.9
HO CHI MINH TRAIL
created by Thunder
****THIS IS AN ETNAM MOD MAP**********
bsp name:ho_chi_minh_trail
longname in server list: ho_chi_minh_trail
story:
Allies attempt to get a truck thru the trail with supplies, Charlie wil do anything to stop them
map made in gtk radiant 1.6.4
compiled in gtk 1.6.4 64bit
credits to:
SD- for their prefabs ripped from original maps
2bit- for tutorial and prefabs
all other who have prefabs in this map that I cant remember 😄
kic-for his trees (wonderful job kic)
And special credits goes to:
AcQu
Mateos
Axis Objective Descriptions
1 "Primary Objective:**prevent the truck from getting thru"
2 "primary Objective:**Prevent the Allies from building bridge1 or destroy if built"
3 "primary Objective:**Prevent the Allies from building bridge2 or destroy if built"
4 "primary Objective:**Prevent the Allies from building bridge3 or destroy if built"
5 "Secondary Objective:**Establish a Command Post."
6 "secondary objective:**destroy enemy cp"
7 "secondary objective:**build barricade1 "
8 "secondary objective:**build barricade2 "
Allied Objective Descriptions
1 "Primary Objective:**Get the truck thru the path and into base"
2 "primary Objective:**build bridge 1."
3 "primary Objective:**build bridge 2."
4 "primary Objective:**build bridge 3."
5 "destroy the enemy comandpost"
6 "Secondary Objective:**Establish a Command Post."
7 "secondary objective:**make sure to destroy barricade1 if built"
8 "secondary objective:**make sure to destroy barricade2 if built"
8 downloads
0 comments
Submitted
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omni-bot_0_90_ET
By papywolf
0.9 ET Change Log
=== BOT ===
Added functions Wp.CheckBlockable, Wp.Disconnect
Changed new waypoint format (0.9 waypoints are incompatible with previous omni-bot versions !)
Changed config file omni-bot.cfg is saved to fs_homepath if omnibot_path is read-only
Changed logs are disabled if cvar omnibot_logsize is 0
Changed LookAround priority is VeryLow
Improved Wp.SetWaypointFlag affects all waypoints having the same name and can set multiple navigation flags
Improved the shortest path depends on sneak,crouch,prone waypoint flags
Fixed covertops don't go through infiltrator waypoints after losing disguise
Fixed DeleteTriggerRegion calls OnExit
Fixed MapGoal.GetMatrix
Fixed error message is printed to the console if cgame module was not found
Removed deprecated navigation flags (snipe, cappoint, ammo etc.)
=== MOD ===
Fixed spectator can view map
Fixed crash by weaponbank 10
=== GOALS ===
Added OnExit function in paththrough navigation
Changed MOBILEMG42 and MOBILEMORTAR priority to 0.89 so that soldiers can pick up ammo
Changed medics can revive in shallow water
Improved roles are assigned according to crucialClass and spawnpt
Fixed "connecting" bots are kicked in order to not block server slots
Fixed medics don't kill for revive covertops while they are detonating satchels
Fixed soldiers don't crawl towards MOBILEMG42 goal position
Fixed dismount of MOUNTMG42 or MOUNT if a goal is aborted immediately after mount
Fixed bots don't press switch again after ExitConditions in paththrough useswitch
Fixed fire team formation command
=== WEAPONS ===
Fixed FG42 can be reloaded if not on SNIPE goal
=== COMMANDS ===
Improved ShowEntityInfo prints coordinates of TraceLine hit point
Fixed CheckVehiclePath error message
---------------------------------------------------------------
0.87 ET Change Log
=== BOT ===
Added function GetEntEquippedWeapon
Changed trigger regions ignore players in limbo
Fixed IsStuck when bot was jumping
Fixed removing blockable waypoint flag
=== GOALS ===
Added entityname property to BUILD and PLANT goals
Added SatchelFunction to PLANT goal
Changed medics don't kill for revive disguised covertops
Changed medics don't kill for revive engineers while they are planting or building
Fixed MOBILEMG42 goal is aborted if the bot cannot prone
Fixed if covertops did not detonate his satchel then he couldn't use another one in n!tmod
Fixed healing with syringe
Fixed covertops don't steal uniform after instagib headshot in N!tmod
=== SCRIPTS ===
Added Util.CappointForFlag
=== COMMANDS ===
Changed commands sag and show_goals add role bonus to priority
---------------------------------------------------------------
0.86 ET Change Log
=== BOT ===
Added function MapGoal.SetEntity
Added Wp.SetWaypointFlag parameter can be a regular expression
Added WatchForEntityCategory can be used to detect landmines
Added gm script can have UTF-8 BOM
Added version number is printed to console when Omni-bot is initialized
Improved bots join game faster after server starts if maxbots>0
Improved players info is in the Server table already in OnMapLoad
Changed draw_goalroutes doesn't draw disabled routes
Changed new waypoint has prone flag if the player is proned
Fixed soldier with mobile mg42 does not shoot heavy vehicles
Fixed goals with same names were swapped in NoQuarter
Fixed waypoint_setname of closed waypoint
Fixed command goal_save prints error if file can't be opened
Fixed SetGoalRole printed error message if role was persistent and goal did not exist
Removed path planners navmesh, floodfill, recast
=== MOD ===
Improved command /entitylist prints type names instead of numbers
Fixed goal entities of multiple MG42s at the same position (on baserace map)
Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player
=== GOALS ===
Fixed covertops don't steal uniform when carrying objective
Fixed PLANT goal was always delayed 35 seconds even if defused
Fixed medic don't deliver medkits to player who is mounting tank
Fixed rendering of Stance property
Fixed medic sometimes did not give medkits to revived player
Fixed BUILD goal created by user could not be saved
Fixed roaming bots were going to position of MOUNT goal
Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars)
Changed MinPlayersForMobileMG is number of players required for one mobile mg42
Changed cover spot priority from 2.0 to 0.81
Changed medic don't team-kill player at mg42
Changed medic can revive nearby player when going to cappoint
Changed only one medic or fieldops delivers supplies to a player
Changed soldier with mortar asks for ammo less often
Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg
=== SCRIPTS ===
Changed all bots disconnect if maxbots is 0
Optimized Util.ProcessMovers
=== WEAPONS ===
Changed bots get more ammo packs from ammo cabinets
=== COMMANDS ===
Added draw_goalrange
Improved cleargoalflags removes ammo, health, crouch and prone
---------------------------------------------------------------
0.85 ET Change Log
64-bit ET:Legacy is supported
=== BOT ===
Added functions IsNull, SetGoalRole, ClearGoalRole, GetLocalCommand, Wp.GetClosestWaypoint
Added waypoint navigation flag INFILTRATOR
Added function Log has optional parameter: 0=info, 1=warning, 2=error, 3=critical
Added path not found message if goal is unreachable
Added parameter to SetAvailableMapGoals to ignore error if goal does not exist
Added constants DEBUG.FPINFO, DEBUG.EVENTS
Added timeout when bot is waiting for a medic
Added waypoints are loaded from nav and incomplete_navs folders
Added bot has default spawn point at start
Improved ReloadGoalScripts replaces scripts for all bots, it's not necessary to kick them
Improved navigation at beginning and end of path
Changed current goal is not aborted if bot is stuck and finds new path to the goal
Changed ScriptGoal is delayed or disabled after script exception
Changed global Server table is initialized even if map has no waypoints
Changed IsStuck returns true if StuckTime is equal to parameter
Changed functions SetGoalPriority, SetMapGoalProperties, SetGoalRole, ClearGoalRole print error message if goal does not exist
Fixed crash in Omnibot_LoadLibrary if omnibot_et.dll was not a valid Win32 application
Fixed function UnitCircleNormalize
Fixed IsStuck returned false if bot was stuck and jumped
Fixed IsEntityValid called GetEntityClass if entity handle was invalid
Fixed gm table indexes of type Vector3
Fixed current goal was instantly aborted if LimitTo was used inside Enter
Fixed deleted ROUTE goal remained visible
Optimized updating blocked or dynamic paths
Optimized Goto if bot is already at destination
Removed goal loading and weapon loading messages from log file
=== MOD ===
Added injure command has optional parameter new health
Fixed DEFUSE event was not triggered if player was between dynamite and objective
Fixed Axis engineer got XP for defusing his own dynamite
Fixed error SP_team_WOLF_objective exceeded MAX_MULTI_SPAWNTARGETS
Fixed some interface functions could crash if entity handle was invalid
=== GOALS ===
Added Wait property to BUILD goal to wait after objective is constructed
Added timeout message to SWITCH goal
Changed medics don't kill teammate who is carrying a flag
Changed MOUNT goal offsets are ignored if bot is already near tank
Changed disablecm property of CAMP goal is toggled if goal_setproperty command has only 1 parameter
Improved Util.SetMaxUsersInUse can be used to limit number of planted dynamites
Improved bots don't use occupied offsets of ESCORT goal
Improved medic does not reload after every bullet when killing teammate for revive and he gives medkits if he fails to kill
Fixed all CAMP goals were aborted every 3 seconds if tank was mouted by human or enemy
Fixed bots often killed themselves in combat
Fixed bots were stuck forever if they met in a narrow corridor
Fixed engineer waited 0.25 seconds before planting dynamite
Fixed ESCORT, MOUNT, RIDE goals are delayed only once and not after every spawn or revive
=== SCRIPTS ===
Added Util.GetGoal, Util.GetGoals, Util.RandomChat, Util.GetPriority
Added Util.MapDebugPrint writes warning to log file if last parameter is 2
Added Util.ScriptDebugPrint writes warning to log file if message is printed to console
Added Util.OnTriggerPosition parameter can be Vector3 instead of waypoint name
Added all pathfailed messages contain waypoint UID and blackboard delay is randomized
Added AxisBotPrefix and AlliedBotPrefix in et_botnames_ext.gm
Changed Util.GetTableValue is case insensitive
Changed LimitToClass, ExcludeClass, RollCall moved from ETUtil to Util
Changed Util.RandomSpawn does not run in new thread
Changed Util.ChangeSpawnForRole changes spawnpt in Map.Roles table
Fixed some functions (Util.SetMaxUsers, Util.OnTriggerPosition, ...) did not print any error message if goal did not exist
Fixed error in Util.UpdateSwitchData if WaypointName was undefined
Removed Util.AddBotKickWhenDead, Util.WaitForPlayerSpawn, Util.FollowWaypoints, Util.SetPropertyTeamClassGoal, Util.BotsWithGoal, Util.TeamClassCounter, Util.TestGoalPriorities, Util.AllTeamPlayers, Util.QueryGoal
Removed global table bot.QueryGoalsTable
=== WEAPONS ===
Added KNIFE_KABAR, MOBILE_BROWNING, MORTAR2 in NoQuarter 1.2.7 or older
=== COMMANDS ===
Added help with parameter prints usage info for that command
Added debugbot parameters planner, steer, target
Added waypoint_unsplit command
Changed bvp and cvp has only 2 parameters - goal and time
Removed bvpo and cvpo commands
Removed debug command
Removed assignment to variable in trigger_bounds
Improved waypoint_stats prints number of connections
Improved tracearty all prints goal names
Fixed waypoint_mirror of selected waypoints
=== TOOLS ===
Route Maker does not require windows-1252 code page, output script is copied to clipboard
=== WAYPOINTS ===
1944_huertgen_final2x_mas
alps2_pb
capuzzo
castle_trap
cathedral_te
ctf_cradle
ctf_temple_b1
element_b4_1
et_november
frost2_final
highnoon
mia1d
mp_communique
oldbones_b1
praetoria_m3
rabenhorst_final
road2amiens_b2
steal_v1
storage_facility_fp
targetpush
temple_of_dal
t_whatever
uje_mall
uje_trainstation
watten
zombie_city
---------------------------------------------------------------
0.84 ET Change Log
infected mod is supported
=== BOT ===
Added 0.71 interface (NoQuarter 1.2.7)
Added trigger Flag dropped
Added new functions IsCarryingFlag, CanGrabItem, GetNearestDestination, GetAllEnemy, GetAllAlly
Added TraceLine returns contents and surface
Added DistanceBetween and DistanceTo parameters can be MapGoals
Added GetGoals and QueryGoals have parameter Sort (values are none,priority,name,random)
Added GetWaypointByGUID and GetAllWaypoints return waypoint name in result table
Added Goto parameter can be a table of vectors
Added HasAmmo can have 2 parameters (ammotype, amount)
Added GetNearest,GetNearestEnemy,GetNearestAlly can search for multiple classes
Added constants SURFACE.SLICK and SURFACE.LADDER
Added file names in gm script error messages
Added et_autoexec_user.gm is executed after et_autoexec.gm
Added SetAvailableMapGoals 3rd parameter can be a table of goal expressions
Changed MaxUsers trackers are separate for each team
Changed QueryGoals and GetGoals delete all items from table before writing result
Changed GetGoals does not sort goals by priority
Changed console commands are sent to goals even if they are handled by global Commands table
Changed BlackboardDelay,MarkInProgress,MarkInUse do not require mapgoal parameter
Changed blocked waypoint connections are visible, color is dark grey
Changed errors from SetAvailableMapGoals are printed by Util.MapDebugPrint
Fixed crash if dlclose fails (if Jaymod is used without LD_PRELOAD)
Fixed crash in ClientJoined event
Fixed Finished did not work inside Enter callback
Fixed condition if(vector) failed if vector.x was zero
Fixed GetUsePoint
Fixed ConfigGet with 2 parameters saved null to config file
Optimized region triggers
Optimized initialization of file system and weapons
Removed options [Script]/Debug, [Script]/EnableRemoteDebugger, [Debug Render]/EnableInterProcess, [Downloader]
Removed empty lines in error messages
=== MOD ===
Added killing messages can be disabled by cvar cg_obituary
Added cvar omnibot_render_distance to limit waypoint drawing distance from the player
Added spectator position on the map
Changed InitialDelayTime can be less than 10 seconds on dedicated servers
Changed drawing does not use boost interprocess library
Changed spectator can see all players on the map
Changed warmup can be less than 10 seconds
Changed message "Omni-bot Loaded Successfully" is printed only after successful initialization
Fixed spectator position was wrong and spectator could not edit waypoints
Fixed GetEntityOwner sometimes returned invalid entity
Fixed crash if print parameter was too long
Fixed UpdateGoalEntity was called even if omnibot_enable was changed from 1 to 0
Optimized drawing of waypoint radius
Added version info to DLL files
=== GOALS ===
Disabled waiting for medic in NoQuarter mod because of weapon spread bug
Removed many useless properties from goals gm file in nav folder
Changed high level goals were moved from library to gm scripts
Changed ROAMING goal chooses any goal available to bot's team, ignoring class and MaxUsers
Changed DEFUSE goal prefers dynamite which has been planted sooner if there are 2 dynamites at the same objective
Changed FLAGRETURN goal has limited range
Changed REVIVE is disabled on ice
Changed Covertops don't steal uniform when mounting mg42
Changed resetxp is used only in Jaymod, NoQuarter, Bastardmod, ETBlight
Improved MOUNTMG42 can be used concurrently by both teams (neutral mg42 in goldrush)
Improved soldier does not shoot MORTAR if stupid fieldops stands in front of him to deliver ammo
Added timedout message in CHECKPOINT, REVIVE, MOUNT, MOUNTMG42, REPAIRMG42
Fixed priority was not reset to zero after map goal became unavailable
Fixed new ARTILLERY_S or ARTILLERY_D goals were sometimes created in ground
Fixed disguised covertops was shooting and lost disguise
Fixed error if test bot was kicked during Goto
Fixed GRENADE did not work in NoQuarter mod if goal had Count=1
=== SCRIPTS ===
Improved server manager to balance number of humans and bots
Added Util.ChangeCrucialClassForRole
Added Util.QueryGoal, Util.InvalidGoal, Util.RouteTo
Added region type in debug messages when entering/exiting re-usable region trigger
Changed debug messages in disablepush,disablecm,breakabledist regions are printed only for bots
Changed Util.UpdateSwitchData is called automatically by paththrough switch
=== WEAPONS ===
Added throwable knives in etpub mod
Added WeaponType "item"
Added BAZOOKA in Legacy mod
Changed rifle grenades have limited range
Changed SetDesirabilityRange can be less than DefaultDesirability
Changed sniper weapons have smaller AimError
Fixed flamethrower was used at long distances (bug in 0.83)
=== COMMANDS ===
Added cleargoalflags command to delete obsolete 0.71 goal flags
Improved sag command (ShowActiveGoals) prints priorities and roles
Improved sei command (ShowEntityInfo) prints entity categories
Improved rollcall command prints roles, goal, weapon, ammo, health, difficulty, view distance, reaction time
Improved tracearty command renders pink line to point of collision if trace fails
Fixed difficulty, resetxp and maxxp commands are listed in help and they don't need connected bots
Fixed kickbot command worked only for ID, but not bot's name (bug in 0.83)
Removed TestMap conditions and ShowMovers from makemapgm command
Removed commands showscriptgoals, console, tbr, aim_debug, fixoffsets, fixnext
=== WAYPOINTS ===
1944_cherbourg2
1944_nordwind
1944_nordwind_summer
airassfp1
battle_chess_sniper
black_forty_four_sniper
capuzzo_b3
ds_bunkers_b2
erdenberg_b3
es_puffo_sniper
fragmaze_fixed
north_italy_sniper
radar_summer
raid_b4
santas_grotto_v1_2
sniper_from_mars
transylvania
uje_city_patrol
uje_gondola_sniper
uje_parking
xmas_bol_sniper
---------------------------------------------------------------
0.83 ET Change Log
ETBlight and Bastard mods are supported
=== BOT ===
Added cvar omnibot_logsize (maximal file size in KB), -1 will disable logs, 0 will overwrite file every match
Added script goal property LimitToNoClass
Added you can pass 0 for all teams to MapGoal.SetAvailable and MapGoal.SetAvailableInitial
Added WeaponFireMode.AimOffsetZ
Changed log files are written to omni-bot/et/logs (if the folder exists)
Changed initialization is logged only if LogInfo is true in omni-bot.cfg
Changed waypoint property is cleared if value is empty string
Improved Server table is immediately updated when players connect or disconnect
Improved help command is sorted
Fixed memory leak caused by GameMonkey threads
Fixed crash in AddBot if bot is kicked in ClientUserinfoChanged
Fixed jumplow waypoint flag did not work at tank barrier or pile of box crates
Fixed weapon mask was 64-bit and could not be used for mod specific weapons, now it's 128-bit
Fixed InFieldOfView returned correct result only if bot had same Z coordinate as enemy
Fixed DrawTrajectory was not accurate
Fixed CalcTrajectory always returned null
Fixed CheckCharged parameter of HasAnyWeapon
Fixed Utils::ConvertString returned true even if string could not be converted
Fixed some console commands expected integer parameters, but got float
Fixed waypoint connection remained closed after blockable flag was removed
Fixed new connection between blockable waypoints was not blockable
Fixed crash if there was error in waypoints file
Fixed bot killed himself after command bot.Enable(false)
Fixed stuckage if paththrough navigation called Goto to unreachable destination
Fixed soldier with mortar waited forever if some aim vector was out of range
Fixed aim vector of mortar and script goals was sometimes imprecise
Fixed bot sometimes could not reload if two weapons needed to be reloaded
Fixed GetRandomWeapon
Fixed indentation in log files
=== MOD ===
Added display scriptName and targetName for /entitylist command
Fixed fake client lua script exploit
=== GOALS ===
Added target property to MOBILEMORTAR goal
Added coversplit property to PLANT goal
Added multiple aim modes for MOUNT goal, they can be set by ETUtil.SetAimModeForMount
Added Stance property to DEFUSE goal, can be set only from trigger and only "prone" value is permitted
Changed ATTACK goals are limited to 3 bots in progress
Changed AIRSTRIKE,ARTILLERY,MOBILEMG42,MOBILEMORTAR,SNIPE goals are limited to 1 bot in progress
Changed bot on CAMP goal selects his primary weapon (shotgun, panzer, ...)
Changed bot can say "Hold your fire" more than once per match
Improved priority to pick up medkits depends on current health
Improved ESCORT goal, stucked bot can jump or repath
Improved MOBILEMORTAR orientation when goal has multiple facings
Fixed REVIVE goal in some mods if dead players have health<=0, but don't have DEAD entity flag
Fixed MOUNT goal was not blackboard delayed after Timeout
Fixed bot killed himself if he stucked near tank and then successfully mounted the tank
Fixed stance property could be set to wrong values
=== SCRIPTS ===
Added ability to give unique names for re-usable region triggers
Added sniper war and panzer war in Jaymod or n!tmod are detected in autoexec
Changed Util.ListTableMembers prints both keys and values
Fixed Server.MinBots
Fixed script errors when bot is kicked from server
=== WEAPONS ===
Changed VENOM aim offset and aim tolerance
Changed engineer will not detach rifle grenade on camp goals
Changed weapon desirabilities
Fixed bots always aimed at head with mod specific weapons (shotgun, mp34, sak47, ppsh, rpd, ...)
Fixed bots could not use ammo cabinets when they have some mod specific weapons (stg44, mp34, m79, madsen, ...)
Improved skilled soldiers can reload mobile mg42 in NoQuarter or n!tmod
Improved melee weapon is used to attack only if distance is within range
Optimized some weapons cannot be reloaded and some weapons don't require ammo
Removed unused weapon properties
=== COMMANDS ===
Added trigger_bounds command supports writing the RegionTrigger.Create function call to file
Added optional TRACE parameter to showentityinfo command
Changed command botgoal prints MapGoal name, not ScriptGoal name
Fixed difficulty command could not change difficulty of newly added bots, dead bots or bots waiting for a medic
Fixed difficulty could not be set to -1 which means random difficulty
Fixed difficulty could be set to 7, but maximal difficulty is 6
Improved command ab is much faster, it can add 20 bots per second
Improved command waypoint_view prints error message if drawing is impossible
=== WAYPOINTS ===
1944_huertgen
2dom1
afd_beta5
ammodepot
barrocas_base_b8
byzantine
cherbourg
country_road_jp
denoflions_etdual
duplex_towers
es_alamo_sniper
es_garden_sniper
es_ziggurath_sniper_night_b2
et_mor2_night
field_hq_b4
flame-guards
fueldump_uvf
intel_center
kings1
lostparadise
mlb_daybreak
mp_base
mp_theriver_2nd
negoshk_b2
op_lucky_a2
password2
resurrection
snatch2
tankbuster
uje_convoy_final
uje_fantasie_sniper
uje_oil
uje_parking_sniper
uje_snowy_sniper
uje_warzone
---------------------------------------------------------------
0.82 ET Change Log
=== BOT ===
Optimized path planner (thx palota)
Optimized sensory memory (thx palota)
Updated ladder navigation (thx palota)
Fixed ENT_ENTER_RADIUS to fire if bot is already within radius (thx palota)
Fixed QueryGoals to randomly shuffle all returned goals (thx palota)
Fixed ScriptGoal.LimitTo issues (thx palota)
Fixed SetAvailableMapGoals was enabling all goals if parameter 3 was not a string
Disable LookAroundState at doors (thx palota)
Fixed Route nodes to work on slopes (thx palota)
Fixed SetMapGoalProperties to work inside trigger functions (thx palota)
Fixed MapGoal.RemoveWithEntity (thx palota)
Fixed logger error masks (thx palota)
Fixed OnSpawn callback was being called twice (thx palota)
Fixed some events were not always fired (thx palota)
Fixed paththrough goals were able to be interrupted (thx palota)
Fixed ignore player command to work on players that are mounted on fixed mg42's (thx palota)
Added paththrough property set on waypoint does not require reload (thx palota)
Fixed b.HasRole, b.HasPowerUp, b.HasAnyEntityFlag, and b.HasEntityFlag to check all parameters
Changed PostMapLoad to not require a map script
Fixed mg.SetRoles and mg.ClearRoles to preserve existing roles
Fixed b.SetRoles and b.ClearRoles to preserve existing roles
Fixed duplicate GetPriority calls when a bot spawned
Fixed crash in waypoint_mirror command
Aliased ET_CLASSEX_TREASURE as TRIPMINE to preserve compatibility with mods
Fixed script goal OnSpawn callback
Fixed option table parameter in GotoRandomAsync and GotoRandom script functions
Fixed potential buffer overrun in CheckWaypointForGoal
Updated PHYSFS from 1.1.1 to 2.0.2
=== MODS ===
Added support for tripmine usage in silEnT mod ( thx gaoesa and TheSilencer )
Fixed weapon usage for some etnam and silEnt mod weapons
Fixed several weapon id conflicts
Fixed remove weapon event to not be called when a bot goes to limbo
Fixed defuse event to always be fired
Fixed suicide flag for bots to be cleared on death
Fixed b.IsWeaponCharged() for Adrenaline in NoQuarter
=== GOALS ===
Improved Revive goal behavior
Added support for interrupting Defuse goals for higher priority Defuse goals
Fixed high cpu utilization in goal_paththrough_navigation (thx palota)
Fixed bug in UseCabinet goals that was causing high cpu usage (thx palota)
Improved goal selection to be random for equal priority goals rather than sequential (thx palota)
Optimized goal_useswitch (thx palota)
Fixed goal_paththrough_useswitch behavior while bots are riding in movers (thx palota)
Fixed bots could not shoot fixed mg42 if reloading while mounted (thx palota)
Fixed bots aim position after being revived in goal_mobilemg42 (thx palota)
Fixed goal_checkstuck to allow enough time for revived bots to be able to move (thx palota)
Updated goal_combatmovement to include unscoped sniper weapons (thx palota)
Fixed several issues with goal_covertops (thx palota)
Optimized goal_voicechat and goal_deliversupplies (thx palota)
Fixed issues in goal_watchforprojectile (thx palota)
Fixed evaluation used by bots to determine when to reload (thx palota)
Fixed FlagReturn goal to not query for "Flag.*" (thx palota)
Improved goals file to not save RandomUsePoint or Range if the value is 0 (thx palota)
Added optional UseAsync property to goal_paththrough_useswitch
Fixed dispenseammo to not activate when a bot is revived (thx palota )
Added traceline property to grenade goal (thx palota )
Added count property to grenade goal to limit number of grenades thrown (thx palota )
Disabled 0.71 style high level script goals
Fixed weapon restriction related issues in camp goals
Added several improvements to goal_checkstuck (thx palota )
Added bots will search for unarmed dynamite at plant goals
Added disablecm property to camp type goals to disable combat movement
Added several improvements to goal_selectweapons (thx palota )
Fixed issues with goal_paththrough_artillery
Added support for healing with needle in deliversupplies goal
Fixed issues with delivering supplies to mortar and mobilemg42 camp locations (thx palota )
Improved goal_mobilemg42 aiming (thx palota )
Added "peek" stance to camp type goals for duck and cover emulation
Moved checkpoint goal to script
Moved defuse goal to script
Moved repairmg42 goal to script
Moved revive goal to script
Fixed distance tolerance for plantmine and mortar goals
Added Range property to script goals
Added RandomUsePoint property for randomizing position for bot to use a goal
Fixed bots sometimes not delivering objectives
=== SCRIPTS ===
Added InitializeRoutes script function for Map scripts
Added regular expression support for route tables (thx palota )
Added Util.ScriptDebugPrint with filtering capability
Added support for passing a table of roles to util functions that set and clear roles
Fixed issues in server_manager.gm
Deprecated ETUtil.SelectWeapon() (thx palota )
Added ability to globally disable specific weapons for bots
Added et_weapontables.gm (thx palota )
Fixed issues with the role manager (thx palota )
Moved ClassPrimaryWeaponChoice from global to bot
Removed death event from class manager (thx palota )
Added ETUtil.GetTimeElapsed()
Added new botnames script that allows users to specify bots per team and a preferred weapon
Added Util.FindClosestGoal() (thx d00d )
Fixed secondary weapon usage for heavy weapon bots to not rely on targeting system (thx palota )
Fixed ETUtil.WarpToGoalOffset (thx palota )
Added silEnT mod weapon scripts
Added etnam weapon scripts
Fixed script errors on bot disconnect in goal_voicechat
Seperated class manager logic into et_classmanager.gm for global accessibility
=== COMMANDS ===
Added bot goto and bot wait commands for testbot (thx palota)
Added waypoint_split command (thx palota)
Added /bot warpto command can be used for paththrough points (thx palota)
Fixed error in /bot drawspawns command (thx palota)
Added waypoint_startover command which removes all waypoints without flags or properties
Added saveusepoint command (thx d00d )
Added writeplayerpos command (thx d00d )
=== WAYPOINTS ===
Several fixes, updates, and new maps supported. See the Assembla repository logs for details
=== TOOLS ===
Updated DMS (thx MickyP)
Updated Notepad++ for omnibot (thx d00d)
---------------------------------------------------------------
0.81 ET Change Log
=== BOT ===
Fixed kickbot crash in older Windows versions
Fixed pathfinder crash
Fixed region trigger related crashes
Fixed SetAvailableMapGoals
Fixed SetGoalPriority
Fixed SetGoalGroup
Fixed goals being interrupted by other goal types with same priority as current goal
Fixed script goals being activated too early when bots spawned
Fixed InWater flag not being auto added to waypoints
Fixed issues with GetNearest related to entities that shared a classname with weapons
Fixed GetRandomDestination to only return reachable points
Fixed ScriptGoal event threads not being killed on bot exit
Added bots will press jump when headed towards waypoints with the InWater flag
Added goal loading time output
Added SetIgnoreEntFlags weapon property
Added rendering of RegionTrigger names
Improved ladder navigation
Updated boost libraries to version 1_44_0
=== MODS ===
Fixed goal names to not include color strings
Added support for NoQuarter WP_JOHNSON (thx Irata)
Added conversion of panzerfaust request to bazooka for allied bots in NoQuarter
=== GOALS ===
Moved MountMg42 goal to script and added support for user defined facings
Moved MobileMG42 goal to script
Fixed version number in mapgoal_capturehold
Fixed random aim mode for mount goal
Fixed goal_paththrough_artillery to abort if no line of sight to an arty target
Fixed gotowp support in goal_paththrough_navigation
Fixed goal_combatmovement to ensure that GetTargetInfo returns valid data
Fixed velocity check in goal_indisguise
Fixed mapgoal_explosive to not create on load
Fixed manually added health and ammo cabinet goals to create on load
Fixed region trigger name in mapgoal_plantmine
Fixed plant goal coverspot occupied flag not being cleared on bot death
Fixed bots to not use rifle nades when they have a plant goal active
Fixed revive goal sometimes never enabled (thx 0x0000 and Demetrius)
Fixed InProgress limitations for FLAG_ goals
Fixed issues with askforammo and askforhealth goals
Fixed potential issues with ammo and health cabinet goals
Added paththrough function to goal_build for custom behavior scripting (thx palota)
Added bots planting dynamite will abort if a teammate drops a satchel (thx palota)
Added mapgoal_dynamite for use when target has no usable OID
Added cure poison with needle support to goal_deliversupplies
Added caching of trace results in goal_paththrough_artillery
Added ability to force routing to build goals with offsets defined
Added missing finish criteria in goal_covertops
Added cover spot timeout to plant goal(s)
Added jump stance property to build goal for build goals in water (thx palota)
Changed stuckage check goal to write separate logs for each map
Changed paththrough_useswitch goal so that the wait function overrides any exit conditions
Changed plant goal coverspot selection to be random rather than sequential (thx palota)
Improved goal_escort to allow escorting bots to assist in building of vehicle (thx palota)
Improved bots ability to mount mg42's
Improved plant goal aim location (thx palota)
Increased priority of deliver supplies goal and limited distance to 1500 units
Lowered default priority of repairMG42 goal
=== SCRIPT ===
Fixed MapGoal.GetPriority
Fixed role manager to auto increment class manager minclass counts when crucialClass is set
Fixed role manager crucialClass
Added Util.BotChat function
Added Util.CatName function
Added Util.SetCustomProperty function
Added ETUtil.WinningChat and ETUtil.LosingChat functions
Added EvalFunc support to goal_paththrough_navigation
Added spawn point and voice macro support to role manager
Added optional viewDistance parameter to Util.ChangeToSniperWeapons
Added CLASS.DYNAMITE_ENT, CLASS.MORTAR_ENT, CLASS.SATCHEL_ENT, and CLASS.LANDMINE_ENT
Added re-usable region triggers for spotting and announcing enemies or all clear (thx d00d)
Added waypoint GUID support to the warpto command (thx d00d)
Moved class manager to script goal with several functional improvements (thx palota)
=== COMMANDS ===
Added optional filter param for debugtriggers
Added fix_waterwps to add InWater flag to waypoints near water surface
Added draw_paththrough 0|1 for rendering 3D text over paththrough waypoints
=== WAYPOINTS ===
Several fixes, updates, and new maps supported. See the Assembla repository logs for details.
=== TOOLS ===
Updated DMS (thx MickyP)
Updated Notepad++ for omnibot (thx d00d)
---------------------------------------------------------------
0.8 ET Change Log
=== BOT ===
fixed Game Monkey Garbage Collection bug that was causing serious performance issues
fixed paththrough crash when no data is passed fromwp property
fixed bots field of view for close objects
fixed OmnibotRenderDebugLines to not run on remote servers
fixed lookaround timer
fixed initialization of powerups (all games)
fixed GetEntityPowerUps
fixed a gui exception with no delta in mouse wheel event
fixed fov check to use trace offsets
fixed null bot goal issue with flagreturn goal,
fixed crash when tableRandom was called on an emptytable
fixed gm string tokenize binding
fixed AddUsePoint mapgoal binding
fixed ExecFile script function to support 'this' pass through
fixed mapgoal.getentity so it returns null if entity is invalid
fixed bot drawgoalroutes command
fixed some loops that weren't going through all team indexes
fixed crash when script exception contains printf formatted text
fixed bot.IsStuck only return true if bot is actively trying to move
fixed download support on initial map startup
fixed boost::thread crash for some linux distributions
fixed bug where event threads were not tracked and cleaned up properly
fixed disguise nav callback
fixed finish criteria and mapgoal auto completion checks to come before the call to update in script goal
fixed several memory leaks
fixed gm debugger to work again
fixed gm debugger to show file/line in thread startmessages
fixed ConfigGet function not setting a value of 0
fixed usage of teleport links
added script function SendTrigger to fire triggers from script
added bot.GetConstructableState
added bot.GetDestroyableState
added bot.GetExplosiveState
added bot.IsWaitingForMedic
added bot.HasAnyWeapon
added bot.SetRoles
added bot.ClearRoles
added mapgoal.roles so mapgoals can be set up to berestricted to certain roles
added mapgoal.DisableIfEntityFlag
added mapgoal.DeleteIfEntityFlag
added mapgoal.GetOwner accessor
added mapgoal.GetCenterBounds
added mapgoal.SetBaseGoalType
added mapgoal.RolePriorityBonus
added mapgoal.SetRoles
added mapgoal.ClearRoles
added scriptgoal.SkipGetPriorityWhenActive
added scriptgoal.LimitToRole
added scriptgoal.AutoFinishOnUnAvailable
added scriptgoal.GotoRandom
added scriptgoal.GotoRandomAsync
added scriptgoal.WatchForEntityCategory
added ability to create custom map goals
added ability to pass bot as 'this' to GetGoals
added import functionality for loading scripts
added better script goal error message in routeto
added GetEntityVisDistance callback in BotSensoryMemory,
added DrawGoals, DrawRoutes, DrawTriggers, DebugTriggers to omni-bot.cfg
added support for customizing how much ammo the botwill attempt to get when resupplying
added rolemask field to client class
added table argument support to mapgoal.LimitWeapon
added weaponhasammo finish criteria
added debug config options for logging specific logcategories(info, errors, warnings, critical)
added optimizations to goal query
added support for profiling data per scriptgoal type and mapgoal type
added regex grep for goalname expressions
added support for refreshing specific weapons from the weapon database
added script live update support, currently only for weapon scripts
added bool EntityIsValid script bound function
added rendering of waypoint properties
added opengl overlay with 2d and 3d support
added DebugBox interface function for drawing more optimized debug boxes
added GetEntityLocalAABB interface func
added console and log message when SetAvailableMapGoals passes invalid goal expression
added TRACE.VISIBLE and TRACE.GRATE to common lib
added this.Debug to internal debug drawing state, so it can be toggled via bot debugbot all statename 1
added schema library for data validation
added System.Time() script bound function
added CAT.MINE
added DrawEntityOBB script bound function for rendering real bounds rather than axis aligned bounds
added CheckEntityBoundsIntersect script bound function
changed System.Newline to be a variable rather thana function
removed usage of boost::format and replaced with printf style logging
removed trueaxis dependency from build, drops dll size significantly
updated to boost 1_40_0 libraries
implemented render interface so recast can render via opengl or game render interface
replaced parameter 2 of scriptgoal.Goto, GotoAsync,RouteTo with an optional table of parameters
minor optimization to WeaponSystem::GetWeapon
=== MODS ===
fixed interface functions GetCvar and SetCvar
fixed GetReinforceTime function
fixed fireteam events
fixed mover class identification
fixed bot pushing
fixed GetEntityClass() while bot is in limbo
fixed movement vector math in et interface
fixed client connect event to be called before clientuserinfochanged
fixed NQ mobile mg42 goal usage for allies and mobile mortar for axis
fixed axis grenades not being in cat projectile or class grenade
fixed crash when mods don't correctly report failedconnections
fixed GetEntityInSphere to only return usable corpse entities
added weapon classes
added weapons to CAT.PICKUP
added BUTTON.DROP
added weapon events for picked up / dropped
added print error on bot console commands if bot isn't loaded
added additional triggers for cappoints
added ET_OID_TRIGGER returns CLASS.GOAL from interface
added vistest for axis grenade
added command omnibotmenu
added et command /oidlist for reference with build goal traces
added support for NoQuarter private voice macros (fireteam voice chats)
added rendering of spawn point numbers on the command map ( omnibot mod only )
added omnibot_flags 16 for enabling g_shove for bots ( default off )
added omnibot_flags 32 for bots tripping mines thatthey can see ( default off )
disabled call to OmnibotRenderDebugLines if not a local server (et and rtcw)
altered ET min class check to make sure one of eachis added
implemented waypoint_goto in et
merged NQ updates and fixes to etbot interface
=== GOALS ===
moved most of the mapgoals to script
fixed mount goal so bots could actually dismount atexit
fixed useswitch goal to check for distance limits prior to recieving a priority
added goal_covertops for disguise and spot mines behavior
added a smoke bomb goal for covert ops
added cover spots for dynamite goals
added an airstrike goal for fieldops to call targeted airstrikes
added ability to create user defined plant and build goals
added weapon restriction ability to camp type goals
added paththrough goals for callartillery and airstrike
added a pickup items goal that makes the bots more responsive to packs / weapons laying around
added a range limit for health and ammo cabinets; default 1250
added a sample goal_demo that is heavily documentedfor tutorial purposes
added goal_zooming that auto increases max view forbots while scoped
added goal_watchforprojectile so bots avoid airstrikes and grenades
added kill / revive behavior to deliver supplies goal
added goal_resetxp and commands /bot resetxp /bot maxxp
added simple hunt goal to et for deathmatch maps ( autoadd = false )
added bots will look for and pickup weapons in goal_askforammo
added support for an AimPosition as an alternative to facing for improved reliability in switch goals
added goal_voicechat with completely customizeable response probabilities
added goal_rolemanager that keeps Map script defined role slots occupied
added goal_checkstuck
bots will sidestep if blocked by players
bots will attempt to jump out of stuckages
optionally log stuckage positions to the omnibot log
optionally have the bots /kill if stuck too long
replaced difficulty.gm with goal_difficulty
makes it easier for bots to have individual profiles
bots can now be set up to use random difficulty settings
difficulty settings have been completely reworked to be more realistic
added several more weapons to the adjustable weapontable
improved bots ability to path to mover related goals
improved escort goal to detect a movemode based on mover speed
improved supplyself goal
improved combat movement behaviors in goal_combatmovement
=== SCRIPT ===
moved bot name definitions out of et_autoexec and into et_botnames
fixed distance limit for weapon pickups in askforammo goal
fixed /bot balanceteams 0 not working after it was set to 1
fixed exitCondition and added timeout to goal_useswitch
fixed threadId for waypoint autosave. also kill original thread if active on repeated calls
fixed showOffset to require entity in /bot sgn true
fixed script error when trying to warp to an invalid wp name
fixed scripts unnecessarily creating a high number of threads
fixed several incorrect property settings in weaponscripts
fixed infinite loop bug in ChoosePrimaryWeapon
added waypoint property access to script
added timeout to switchtable of paththrough_useswitch
added several useful utility functions
added some bot controls via fireteam chat (camp, follow, release, etc)
added optional team param to ETUtil.SwitchWeapon
added optional teamId param to ShowActiveGoals for rendering only active goals by team
added a class management system
added /bot autosave as an alternative to mywpmode
added /bot draw_spawns for rendering of spawn points
added global debug flags for disabling debug messages in all scripts
added global MAP_TALK var for simple disabling of map script initiated bot chat spam
added LowAmmoGetAmmoAmount to weapon scripts to setamount of ammo bots should get at cabinets
added several re-usable region triggers (et_regiontriggers.gm)
disabled bots targeting player classes with knife,
disabled bots targeting player classes with airstrike cannisters
added Util.HasAmmoForWeapon(bot, wpnID)
exposed mapgoal.SetBounds to script
=== WAYPOINTS ===
separated waypoints based on level of completion
fully supported maps are the only ones in the nav folder now
incomplete navs are located in a separate folder and divided into categories based on completion
level
too many individual waypoints and scripts were improved to mention. well over 200maps were
improved and tested at various levels
=== TOOLS ===
updated version of Notepad++ with autocompletion info for omnibot (thx d00d!)
added popup menu with all kinds of useful shortcutsfor waypointers (thx MickyP!)
6 downloads
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Grotli beta4 + waypoints
By henry4
//===================================================================================================>>>
// Mapname : Grotli
// BSPname : grotli_b4
// Released: 18.05.2023
// Version : Beta 4
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate.
3] Escort the tank to the gold vault.
4] Destroy the tank barrier.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barrier.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Set up a command post inside the Grotli tunnel.
=======================================================
Updates in Beta 4:
- Added some missing voice.
- Thicker vault room door.
- Vault room door starts built.
- Tank barrier starts built.
- Alarm little bit louder.
- Changed the objective icon above the head to a gold crate.
- Vault front will be removed when the tank entered the Axis base.
- Changed some texture's.
- Added some details and removed some other.
- Added a extra trap.
- Hunkmegs optimized.
- +4 min timebonus when the tank entered the Axis base.
=======================================================
Updates in beta 3:
- Fixed landmine bug from beta2.
- Remake plane script and sound.
- Fixed stuckage on the tank at the end of the route.
- Added Axis door near ammocabinet.
- Planes flying over when Allies win.
- Moved Axis exit for beter FPS.
- Disabled smoke when tank is damaged.
- Some more little things.
=======================================================
Updates in Beta 2:
- If the vault door is destroyed and rebuilt, allies can also use the satchel.
- After the main gate there is a secret route to the flag.
- Allies base little bigger.
- Axis can go behind the gate at the Allies base.
- Allies has a own vault to bring the gold to.
- Moved spawnpoints more to the back.
- Edited the green doors.
- Planes flying over.
- Can go a little more over the hill in part B of the map.
- Tunnel connected in part B of the map.
- Allies cvops can use the door in the tunnel part B.
- Hidding place near door in part A, for allies to sneak in.
- Added some hot meals, medpacks and mp40 to pickup.
- Tank control waypoint fixed.
- Added some trucks with headlights on.
- Fixed window vieuw in secret room.
- Doors to barrier bit moved to outside.
- Added camera screen near the door to the barrier.
- Trap added.
- Tank starts behind a gate to give Axis more chance to build the barrier.
- And some more...
16 downloads
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Submitted
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grotli b2 - grotli_b2.pk3 and waypoints
By papywolf
================================================== =====
Mapname : Grotli
BSPname : grotli_b2
Released: 29.04.2023
Version : Beta 2
================================================== =====
Objectives:
Allied
Primary Objectives:
1] Destroy the main gate.
2] Destroy the tank gate.
3] Escort the tank to the gold vault.
4] Destroy the tank barrier.
5] Destroy the vault door.
6] Grab the gold and bring it to the Allied base.
Secondary Objectives:
7] Once inside the Grotli tunnel, capture the forward spawn point.
8] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel.
Axis:
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank gate.
3] Don't let the tank go to the Axis base.
4] Don't let the Allies destroy the tank barrier.
5] Don't let the Allies destroy the vault door.
6] Protect the gold.
Secondary Objectives:
7] Don't let them use the forward spawn point inside the Grotli tunnel.
8] Set up a command post inside the Grotli tunnel.
================================================== =====
Updates in Beta 2:
- If the vault door is destroyed and rebuilt, allies can also use the satchel.
- After the main gate there is a secret route to the flag.
- Allies base little bigger.
- Axis can go behind the gate at the Allies base.
- Allies has a own vault to bring the gold to.
- Moved spawnpoints more to the back.
- Edited the green doors.
- Planes flying over.
- Can go a little more over the hill in part B of the map.
- Tunnel connected in part B of the map.
- Allies cvops can use the door in the tunnel part B.
- Hidding place near door in part A, for allies to sneak in.
- Added some hot meals, medpacks and mp40 to pickup.
- Tank control waypoint fixed.
- Added some trucks with headlights on.
- Fixed window vieuw in secret room.
- Doors to barrier bit moved to outside.
- Added camera screen near the door to the barrier.
- Trap added.
- Tank starts behind a gate to give Axis more chance to build the barrier.
- And some more...
================================================== =====7 downloads
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Submitted
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now beta03 - now_beta03.pk3 and waypoints
By papywolf
In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
axiswintext Yet another inspiring victory for the Axis
alliedwintext he Allied Supreme Command was correct: Another easy win for the Allied forces
8 downloads
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Submitted
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grotli b1 - grotli_b1.pk3 and waypoints
By papywolf
// Mapname : Grotli
// BSPname : grotli_b1
// Released: 14.04.2023
// Version : Beta 1
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//===================================================================================================>>>
Story:
The Allies must blast their way through the Grotli tunnel and bring the gold back home.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Escort the tank to the gold vault.
3] Destroy the tank barrier.
4] Destroy the vault door.
5] Grab the gold and bring it to the Allied base.
Secondary Objectives:
6] Once inside the Grotli tunnel, capture the forward spawn point.
7] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Don't let the tank go to the Axis base.
3] Don't let the Allies destroy the tank barrier.
4] Don't let the Allies destroy the vault door.
5] Protect the gold.
Secondary Objectives:
6] Don't let them use the forward spawn point inside the Grotli tunnel.
7] Set up a command post inside the Grotli tunnel.
=======================================================4 downloads
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Submitted
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normandy final - normandy_final.pk3 and waypoints
By papywolf
Description:
(the readme file)
9/28/2003 OpTeRoN - Normandy Beach Invasion FINAL
================================================================
Installation : Extract normandy_final.pk3 to .../Wolfenstein - Enemy Territory/etmain
================================================================
Title : Normandy Beach Invasion
Filename : normandy_final.pk3
Author : *[SfS]*OpTeRoN / Raven]pot[
Email Address : darkraven289@hotmail.com
* Play Information *
Campaign : Yes
Single Map Objective : Yes
Last Man Standing : Yes
* Construction *
Base : Some ideas taken from mp_beach.
NOTE: NO BRUSHWORK, MODELS, OR ANY MAP OBJECTS WERE TAKEN FROM MP_BEACH.
Editor(s) used : SD Radiant 1.3.8
Known Bugs : Thanks to the ]pot[ clan and all the people on the servers for helping me find all the bugs from
the BETA so I could fix them for this final version.
Build Machine : AMD Athlon XP 2400+, 512MB PC2700 DDR, GeForce4 Ti4200
Brushes : 2949
Entities : 448
* Description*
Description : In 1944 Allied troops have arrived at Normandy Beach.
Their mission, to defeat all Axis forces on the beach and infiltrate the German base.
The Allies must capture and transmit the Axis top secret documents in the inner bunker.
Axis Objectives:
Primary Objective: Defend the Top Secret Documents.
Secondary Objective: Defend the sea wall.
Secondary Objective: Defend the bunker door.
Allied Objectives:
rimary Objective: Construct the Constructible Transmitter and transmit the Top Secret Documents.
Secondary Objective: Destroy the sea wall.
Secondary Objective: Destroy the bunker door.
* Bug Fixes *
* Fixed from BETA 1 *
-Added constructable transmitter on the beach.
-Fixed many lighting issues.
-Fixed many model issues.
-Added a ladder to the back side of the forward bunker to give Axis easy access to the beach.
-Fixed a bug that made health cabinets only give one health.
-Fixed many overlapping brushes.
-Added more detail to many rooms.
-Fixed a texture problem in some rooms.
* Thanks *
I'd like to thank the ]pot[ clan for being such a great team and for the great help in getting the bugs out of this
map, especially Owney-McOwn. To come play this map check out the ]pot[ clan's great ET servers:
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional levels.
This archive may be distributed over the Internet and/or BBS systems as long as this txt is included with the distribution. You may NOT distribute this BSP commercially in ANY way without my express permission.9 downloads
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Submitted
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UJE baserace sniper b2 - UJE_baserace_sniper_b2.pk3 and waypoints
By papywolf
UJE Baserace Sniper (Beta 2, Sniper)
Description
Allied:
"Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!"
Axis:
"Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!"
Neutral:
"Check out the Online Baserace Guide at http://www.planetwolfenstein.com/battlefield"
Objectives
Allied objectives
6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost"
7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons"
5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches."
4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability."
3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert."
2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry."
1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors."
Axis objectives
6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost"
7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons"
5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches."
4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability."
3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert."
2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry."
1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors."
3 downloads
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Submitted
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mp checkpoint - mp_checkpoint.pk3 and waypoints
By papywolf
MP_CHECKPOINT - Axis Rail Checkpoint
====================================
Major Quality of Life improvements of mp_checkpoint from Return to Castle Wolfenstein for ET
Game Types Supported: MP, SW
Suggested Players: 4-8 per team
Default Round time: 10 minutes
Overview:
Allied forces are attempting to determine the location of a weapons train
carrying V2 rockets by stealing a logbook from an Axis rail checkpoint.
Allied Objectives:
1 - Steal the Logbook containing details of the weapons trains wherabouts from the Checkpoint Office.
2 - Get to the Radio Room and transmit the Logbook information to HQ.
3 - Destroy the Damaged Wall to capture the South Annex.
4 - Breach the Maintenance Access Door to create a route through the main checkpoint buildings to the Office.
Axis Objectives:
1 - Prevent the Allies from stealing the Logbook from the Checkpoint Office.
2 - Stop the Allies before they transmit the Logbook information.
3 - Defend the Damaged Wall of the South Annex.
4 - Stop the Allies from breaching the Maintenance Access Door.
Installation
============
Extract mp_checkpoint.pk3 to in your etmain folder.
Other Information
=================
Author: Andrew Palmer (than)
Email: andyp_123[AT]vodafone[DOT]net
Website: than.spawnpoint.org
Release: 15/05/2005
Build Time: Ages
Compile Time: 2 hours or so
Build Machine: My work pc (2.2ghz, 512mb)
New Textures: A few minor things. The loading screen and objective pics had a lot of work put into them.
Brushes: Lots
Bugs: The Allied forward spawn points don't work in RTCW versions prior to 1.32.
Source included: Yes, look in the \maps directory in the .pk3 - maybe you could fix the bugs for me
...or convert level to work with ET.
7 downloads
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mp beach - mp_beach.pk3 and waypoints
By papywolf
____________________________
==; MP - Beach Invasion ;==
---------------------------------------------
--------------------------
Basic information
--------------------------
Author: Nerve
Release date: 2004-02-10
Filename: mp_beach.pk3
Program: GTK-Radiant
--------------------------
Map information
--------------------------
Game: Return to Castle Wolfenstein - Enemy Territory
Original Map and Design by Nerve
Long name: MP - Beach Invasion
Short name: mp_beach
Map time: 20 minutes
--------------------------
Installation
--------------------------
Place the et_beach.pk3 in your *instaldiretmain folder, select it from the multiplayer->create
server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support
Map Description
It is like the legendary original Map from RTCW , the objectives and design has not changed.
Allied forces are attempting to steal top secret war documents from an Axis beach
installation and transmit it to her base.
Map Objectives
Allied objectives:
*Destroy the Sea Wall
*Steal the War Documents
*Transmit the War Documents
Optional:
*Capture the Forward Bunker
*Destroy the Side Entrance
*Construct a Command Post
Axis objectives:
Defend the Sea Wall
*Defend the War Documents
*Stop the Allies from Transmitting
Optional:
*Hold the Forward Bunker
*Defend the Side Entrance
*Construct a Command Post
--------------------------
Changes since 1.0
--------------------------
- Mapname changed 2 et_beach
- Beach texture changed
- Terrain failure fixed
- Missing doc-board texture added
- Light-Bug fixed
- BoBot Alpha1 support added (et_beach_bobota1.pk3)
- 9-Map Campaign file removed
--------------------------
Special thanks
--------------------------
Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein.
(The original Map can be tested in the MP-Demo!)
Thanks to SplashDamage for their mapping documentation and their support in the forum.
(Disable the "complain after friendly mine" in the next patch pleeeeeaase)
Thanks to ID Software for their engine and their support in community.
--------------------------
Distribution
--------------------------
Copyright 2002 Nerve, 2003 SplashDamage and Activision. All rights reserved!
You may electronically distribute this file freely as long as this readme file is included and that
no fee is payed by the reciever.7 downloads
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Tram2 b2 - Tram2_b2.pk3 and waypoints
By papywolf
Fix texture issues with other maps
Description:
Spawntimes: 20 Allies / 30 Axis
Changes from mp_tram to Tram2:
Map is cut in half (2nd stage only)
Documents are now at the old transmitter
Transmitter is outside South-West of the Castle
Flag spawn at the Tram Tower for Allies
Lower Basement Door now grants the Allies a permanent spawn at the Northern Hut
New spiral staircase added to the Castle as a safe way to reach the transmitter outside
2023-02-24
This map is a reimagining of mp_tram for Return to Castle Wolfesntein converted into a stopwatch map all the credit goes to the original map makers
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
Axis Objective Descriptions
1 "Secondary Objective:**Defend the Castle Lower Door."
2 "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents."
3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter."
4 "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag."
Allied Objective Descriptions
1 "Secondary Objective:**Break into the Castle Lower Door."
2 "Primary Objective:**Retrieve the Agent One Documents."
3 "Primary Objective:**Send message from the Radio Transmitter."
4 "Secondary Objective:**Capture the Tram Tower Flag"7 downloads
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Updated
-
Rocket2 b1 - Rocket2_b1.pk3 and waypoints
By papywolf
2023-03-11
Description:
Major Quality of Life improvements of mp_rocket from Return to Castle Wolfenstein for ET
Spawntimes: 20 Allies / 30 Axis
Timelimit: 10:30
Changes from mp_rocket to Rocket2:
Added: Ladder from First Cave Flag to catwalk
Added: New Lower Train Room Stairway that connects to the new hallway up above
Added: New hallway that connects the Store Room to the West Stairwell area and the new Lower Train Room Stairway
Added: Closable metal window at Override Key room
Change: Wider Axis upper spawn
Change: Rocket Bay balcony ladder is now climbable
Change: Higher support beam locations at Override Key area
Change: Emergency Rocket Bay Door is now an Axis team door (it can still be destroyed with a dynamite)
Change: The ladders at the Lower Train Room are now Elevators
Change: Capping the objective will now trigger a 30 seconds countdown that can be Aborted/Started with the press of a button (same thing as mp_password2 but it requires a key)
Removed: Tunnel Cave-in secondary objective
Removed: The annoying train that circles around the map lower
Removed: Loud announcers
find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799
Allied Objective Descriptions
1 "Primary Objective:**Steal the Rocket Launch Override Key."
2 "Primary Objective:**Get to the Override Console and use the Key."
3 "Secondary Objective:**Destroy the Rocket Bay Emergency Exit."
4 "Secondary Objective:**Destroy the Upper Rocket Bay Door"
5 "Secondary Objective:**Capture the Frist Cave Flag."
Axis Objective Descriptions
1 "Primary Objective:**Prevent Allies from stealing the Override key."
2 "Primary Objective:**Stop the Allies from using the Override console."
3 "Secondary Objective:**Defend the Rocket Bay Emergency Exit."
4 "Secondary Objective:**Defend the Upper Rocket Bay Door."
5 "Secondary Objective:**Defend the First Cave Flag."6 downloads
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