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  1. supplydepot3 xmas - supplydepot3_xmas.pk3 and waypoints

    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 reviews)

    0 comments

    Submitted

  2. etl supply v14 - etl_supply_v14pk3 and waypoints

    // ======================================================================
    // '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 reviews)

    0 comments

    Updated

  3. _M4CHiN3 - _M4CHiN3.pk3 and waypoints

    EXCLUSIVE H!TM@CH!N3 PRODUCTION
    CTF map

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Grotli final + waypoints

    //===================================================================================================>>>
    // 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 reviews)

    0 comments

    Updated

  5. Grotli winter edition + waypoints

    //===================================================================================================>>>
    // 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.  
        
    =======================================================

    14 downloads

       (0 reviews)

    0 comments

    Updated

  6. the station - the_station.pk3 and waypoints

    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 reviews)

    0 comments

    Submitted

  7. Taebla Factory

    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 reviews)

    0 comments

    Submitted

  8. etl braundorf v2 - etl_braundorf_v2.pk3 and waypoints

    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.

    21 downloads

       (0 reviews)

    0 comments

    Submitted

  9. prisoner of war - ( mp_pow.pk3 ) and waypoints 0.9

    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 reviews)

    0 comments

    Submitted

  10. Holy Grail - Holy_Grail.pk3 and Waypoints ( 0.9)

    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 reviews)

    0 comments

    Submitted

  11. etl braundorf - etl_braundorf_v1.pk3 and waypoints 0.9

    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 reviews)

    0 comments

    Updated

  12. etl_beach_v2.pk3 and waypoints

    // ======================================================================
    // '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 reviews)

    0 comments

    Updated

  13. TWC Fraglax v2 - TWC_Fraglax_v2.pk3 and waypoints

    No information on the map
    A big thank you to UgC'Pinn for the waypoint files
     

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  14. ho_chi_minh_trail.pk3 and waypoints

    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"

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  15. omni-bot_0_90_ET

    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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  16. Grotli beta4 + waypoints

    //===================================================================================================>>>
    // 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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  17. grotli b2 - grotli_b2.pk3 and waypoints

    ================================================== =====
    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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  18. now beta03 - now_beta03.pk3 and waypoints

    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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  19. grotli b1 - grotli_b1.pk3 and waypoints

    // 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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  20. normandy final - normandy_final.pk3 and waypoints

    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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  21. UJE baserace sniper b2 - UJE_baserace_sniper_b2.pk3 and waypoints

    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

       (0 reviews)

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    Submitted

  22. mp checkpoint - mp_checkpoint.pk3 and waypoints

    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

       (0 reviews)

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  23. mp beach - mp_beach.pk3 and waypoints

    ____________________________
    ==; 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

       (0 reviews)

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  24. Tram2 b2 - Tram2_b2.pk3 and waypoints

    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"  

    6 downloads

       (0 reviews)

    0 comments

    Updated

  25. Rocket2 b1 - Rocket2_b1.pk3 and waypoints

    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

       (0 reviews)

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    Submitted

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