373 files
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mp rocket et a1 - mp_rocket_et_a1.pk3 and waypoints
By papywolf
Map Type:OBJ
Map Size:Large
Map Theme:Regular
Attacker:Allies
The Axis have developed a new, longer ranged, more accurate V2 Rocket. A prototype is will launch from a hidden base buried deep beneath the mountains. If successful, this could well mark the turning point of the war. The Allied forces have learned of the launch location and detached a crack group of commandos to ensure the test launch fails ...**Allies must gain access to the control room, steal the override key, then take it across the launch pad to the override console to shut down the launch.
1 download
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mp sillyctf - mp_sillyctf.pk3 and waypoints
By papywolf
Description:
(the readme file)
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Basic Information
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Author : Lanz (Johan Gustavsson)
Email address : johanrg@telia.com
Webpage : http://www.rtcw-tf.co.uk/gib/ #gameinfobot on quakenet (thats my irc bot page and channel)
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Map Information
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Game : Return to Castle Wolfenstein: Enemy Territory
Title : Silly CTF
Filename : mp_sillyctf.pk3
Release date : 2003-07-15
Decription : The aim for this map has been to create a fast fun map and not spend time on inventing
a new look, it has a classic base feel over it and has been inspired from mp_ctfmultidemo,
wich even if it's ugly as hell and just a demonstration of how to implement ctf in rtcw,
has a lot of good and fun action for 1on1 play. This map however is aimed for a higher
player count, 3 per side is great fun but works well with 2on2 also. So here it
is, Silly CTF, hopefully you will find this map a lot of fun to play with up and close
battles. Best played without air strikes, artillery strikes and panzerfausts.
The map file is included in the package, I hope someone might learn something from it.
Observe! I do not want to see any work based on this map, I distribute the map file for
all those new mappers out there, not so you can take the easy way and steal it from me.
Program : SDRadiand 1.3.8
Build time : A couple of relaxed days.
Compile time : a couple of minutes
Compile options : -meta -vis -light -fast -filter -samples 2
Compile machine : AMD Athlon 1.4 gig
Installation : Extract the pk3 to your etmain folder, select it from the hostgame menu or
bring down the console and type: map mp_sillyctf.
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Textures
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Standard Rtcw textures
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Special thanks to
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Clan Enigma for play testing (#enigma? on quakenet)
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Copyright 2003 Johan Gustavsson all rights reserved
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
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mp whiskey - mp_whiskey.pk3 and waypoints
By papywolf
Story :
We have to demoralise the German troops, by cutting off their beer supply. Therefor we have to loot the secret beer formula from their safe!"
Axis:
"The Allies want to steal our secret beer formula, in order to strengthen the morale of their own troops and to weaken us. This must be prevented!"
Neutral:
"The strong combat morale and the blind obedience of the Germans are based on the benefits of Starkbier. Therefore the Allies will try to steal the secret beer formula."
Allied:
"We have to demoralise the German troops, by cutting off their beer supply. Therefor we have to loot the secret beer formula from their safe!"
Axis:
"The Allies want to steal our secret beer formula, in order to strengthen the morale of their own troops and to weaken us. This must be prevented!"
Neutral:
"The strong combat morale and the blind obedience of the Germans are based on the benefits of Starkbier. Therefore the Allies will try to steal the secret beer formula."
Axis:
"We have to demoralise the Americans, by cutting off their whiskey supply. Therefor we have to loot the secret whiskey formula from their safe!"
Allied:
"The Axis want to steal our secret whiskey formula, in order to strengthen the morale of their own troops and to weaken us. This must be prevented!"
Neutral:
"The strong combat morale and the blind obedience of the Americans are based on the benefits of Whiskey. Therefore the Axis will try to steal the secret whiskey formula."
OBJECTIVE
Allied objectives
1 "Primary Objective:
Blow up the safe to get the secret beer formula."
2 "Primary Objective:
Bring the secret beer formula into our radio room."
1 "Primary Objective:
Inhibit the Axis to dynamite the safe."
2 "Primary Objective:
The Axis may not escape with the secret whiskey formula."
Axis objectives
1 "Primary Objective:
Inhibit the Allies to dynamite the safe."
2 "Primary Objective:
The Allies may not escape with the secret beer formula."
1 "Primary Objective:
Blow up the safe to get the secret whiskey formula."
2 "Primary Objective:
Bring the secret whiskey formula into our radio room."
COPYRIGHT
The map was constructed by myself. Modification or new releasing of my map is not allowed! But you can offer the map for a FREE/GRATIS download. If you want to make money with my map, you have to get my specially agreement. If you want to use one of my textures in your map, it would be nice, if you place a link to my homepage (www.fragpoint.de) in your readme.
Copyright 2003 by Thomas "Fragpoint" Bayer (www.fragpoint.de)
3 downloads
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msm_final.pk3 and waypoints ( le mont st Michel final)
By papywolf
Author : Massive
Email address : blayney@beeb.net
Map Information
Game : Return to Castle Wolfenstein: Enemy Territory
Title : Le Mont St Michel beta2
Filename : lmsm_final.pk3
Version : Beta Version
Release date : 22/01/2006
Decription : A medium / large sized map designed for public play, reomended for 7 to 20 a side.
Installation : Place the lmsm_beta2.pk3 to your etmain folder, select it from the multiplayer->create server menu or
bring down the console and type: map lmsm_beta2.
: NOTE : Reduced HunkMeg usage - Beta1 required seta com_hunkMegs "265" ] in autoexec.cfg Beta2 should use a lot less - it will run standalon in the default setting of 56, although you may need to optimize your server settings to enable players with defualt settings. Please let me know of any hunkmeg issues and solutions omn the forums. I could possibly optimise further in the final release if there are still problems.
Objectives
# The Allies need to secure the town by taking the church; gain entry to the abbey by blowing the abbey doors or any other means; Locate the Axis Normandy Defence Pans and Take them to the Gun Boat waiting on the North Side of the Island
# The Axis need to prevent the Allies establishing a foothold in the Town by holding the Church. Do not let the allies into the Abbey; if they get in protect the normandy defence plans at any cost, do not let them get them off the Mont.
Additional Map Information/Credits
Thanks & Credits
Blushing Bride, Kevin "chavo one" Ferree and NOP for allowing me to borrow & adapt various elements of their map - Cathedral, Venice and saberpeak.
Special thanks to the guys on the Wolfensteinx Surface forums, especially Detoeni & WeblionX who put in effort and time to help me learn & solve mapping problems.
Thanks also to Jecoliah for his debugging and the exchanges we had whilst learning together.
Many thanks to everyone at http://www.splashdamage.com/ for information about mapping & their help on the forum.
Thanks to Ydnar for the sky and sea merge stuff from his example shaderlab map.
Thanks again to Detoeni for access to his alpine assault search light models.
ken 'kat' beyer for the ladders & I really wanted to work in your kubalwagon, but size restrictions meant cutting the raod entrance to the town :-(.
Thanks to to the guys at DooC clan for helping with playability testing as well as Shunter and other PIT members & friends.
And thanks to anyone else who feels that they deserve thanking who i might have forgotten. Send me an email and ill make a big thanks to you in the next release.
If you put this map in rotation, I would love to know about it, please post on the forum where you linked to this map, or message me on XFire.
Feel free to discuss this map at http://www.wolfensteinx.com/surface/forums/showthread.php?s=&threadid=1587 and leave feedback
Major changes in Final
*Increased areas for mining.
*Have to now get onto the boat with the objective, not just near it
*New buildable fence at the top of the escape stairs.
*New Buildable fence with door in the highsteet before the church.
*When Abbey doors are blown, the spawn does NOT auto switch.
*Need to now build a command post to enable the allied spawn in the abbey.
*Found the "door to nowhere" & fixed.
Major fixes in Beta 2
*Lots of brush simplification & technical jiggery pokery to reduce BSP size & Hunkmag usage
*FPS improvements : 15%+ by my measurements
*A large but'dead' game area removed
*Rope access to abbey removed (I can re-introduce the feature if enough people ask,though it will need to be at a different part of the wall)
*Street signs added + subtle indicators & hints for direction finding
*Some texture tidying & clipping to smooth plaeys passage
*Some door widening to ease gameplay
*Filled out ambient sounds to cover whole map
*Unwanted ww11 sybolism removed
*Exploit where players could walk into pillers fixed (thanks Jec)
*Blocked door at abbey - unbloacked
*Stretched windows - unstretched
*Malfunctioning boat guns removed
*Many gaps in brushes fixed
*Noise added to doors
*Z fighting on stairs to abbey allied spawn
*Missing caulk on abbey church tunnel entrance.
Fixed in Beta1 - after Aplha v1 Release.
*Ladder near green restaurant lengthened so you can get out.
*barbwire added to wall underneath cloister - to increase difficulty og allies escape jump. Also crates added & some walls lowered
*Offensive Poster removed (appologies for my ignorance)
*Added texture to rocks (& changed from desert to temperate, not that anyone will notice)
*Axis door in Abbey door changed to swing the other way.
*Ship fixed - ladders climbable all clip brushes in place etc also includes front firing mounted heavy MG - thanks NOP.
*when abbey doors are blown - axis now auto spawn at abbey & not the church if they still hold it
*the cliffs can now be landmined
*Put a ladder in the pit Gauki (I think) said he couldn't get out of
*more lights added
*I found the bread to go with the sausage.
*Many minor texture glitches
*I had to add a clip to prevent access to some of the abbey roofs, all town roofs should be accessible as before.
*There was a request to widen the window above the abbey doors, which I've done.
Copyright 2006
This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
WRITTEN PERMISSION.
Copyright Permissions.
ID, Activision & Splash Damage. Original game rights.
If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first. My origional textures are limitted to the coloured windows & these may be re-used.4 downloads
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mt_whoverest b4 6 - mt_whoverest_b4_6.pk3 and waypoints
By papywolf
allied Withstand the axis onslaught and prevent them from recovering their stolen documents."
axis Break into the well guarded allied base and recover some stolen documents.
neutral High in the alps a remote allied base, craftily hidden in the mountainside the allies attempt to decipher the contents of stolen axis documents.
1 "Primary Objective:**Recover the stolen documents hidden deep within the allied outpost."
2 "Secondary Objective:**Capture the forward spawn."
3 "Secondary Objective:**Construct a command post."
4 "Secondary Objective:**Destroy the main door."
5 "Secondary Objective:**Destroy the vent grill."
6 "Secondary Objective:**Open the electric doors by re-wiring the control panel."
7 "Secondary Objective:**Prevent the allies from building a command post and destroy it if they suceed."
8 "Primary Objective:**Prevent the allies from recovering the vital information."
1 "Primary Objective:**Prevent axis from stealing some documents."
2 "Secondary Objective:**Defend the forward spawn."
3 "Secondary Objective:**Prevent the construction of the axis command post."
4 "Secondary Objective:**Protect the main door from axis engineers."
5 "Secondary Objective:**Ensure that the axis cannot destroy the vent access grill."
6 "Secondary Objective:**Maintain the control panel and re-wire it incase axis manage to jam the electric doors open."
7 "Secondary Objective:**Build a command post."
8 "Primary Objective:**Recover the vital information."
Axis must fight their way into a remote but well guarded allied outpost set high in the alps and recover the secret documents.3 downloads
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mummies lab beta2 - mummies_lab_beta2.pk3 and waypoints
By papywolf
About This File
briefing "The SS Paranormal division of the German Army have broken into an old temple in an attempt to resurrect dead mummies. The Allies must escort a stolen Jagdpanther tank to the Temple entrance so the tank can blow the temple open. The Allies must then destroy the Axis' experimental machine, codenamed Genesis. "
4 downloads
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n2D PureFrag21 - n2D_PureFrag21.pk3 and waypoints
By papywolf
thanks to By UgC'Pinn for providing the waypoints for this map .
4 downloads
0 comments
Submitted
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n2D PureFrag21 - n2D_PureFrag21.pk3 and waypoints
By papywolf
thanks to By UgC'Pinn for providing the waypoints for this map .
0 downloads
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negoshk b2 - negoshk_b2.pk3 and waypoints
By papywolf
Map: Negoshk
Author: Henri 'Nenquel' Karhula
E-Mail: henri.karhula@gmail.com
Date of Release: 4. May 2007 (Negoshk beta1)
http://www.splashdamage.com/forums/viewtopic.php?t=16905
Date of Release: 26. May 2007 (Negoshk beta2) (Negoshk beta2)Changes and Fixes:
- Deleted a few houses and put in a "hill"
- Added a tree ^^
- Last axis spawn is bigger to avoid spawnkilling
- Depots Names are South/West and East instead of 1,2 and 3
- New Command Map
- Command Map Markers work (only tested in orig ET 2.60)
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Map Information:
Timelimit: 25min
Attacking Team: Allies
Axis Spawntime: 25sec
Allied Spawntime: 20sec
Description: The town of Negoshk is the mainpoint of the Axis Supplement Routes in the North.
Therefore the Allied Forces planned to destroy their ammo depots.
To be successful the Allied Forces have to steal a tank right out of an Axis City Outpost
to destroy the City Gates to enter the Inner City and destroy the Ammo Depots.
Objectives:
1) Defend/Steal the Tank
2) Defend/Blow East Gate
3) Defend/Blow South Gate
4) Defend/Blow Ammo Depot no.1
5) Defend/Blow Ammo Depot no.2
6) Defend/Blow Ammo Depot no.3
7) Defend/Construct COmmand Post
--------------------------------------------------------------------------------
I want to thank:
SPU9 - for his great support and hosting!
Dersaidin - for his great help and advice! (Really - I thank real much!! - vis is harder than i thought! ^^)
antman - for helping me fixing problems with etpro! ^^
The 'Level-Designer.de' Community - for a lot of help!
Nijuff ,Grubah ,Dawn42 ,Jack ,Skai - for critizism and improvement ideas!
--------------------------------------------------------------------------------
Copyright - Henri 'Nenquel' Karhula
You MAY distribute this PK3 in any not-for-profit electronic format (BBS, Internet, CD, etc.)
1 download
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nfl b2 - nfl_b2.pk3 and waypoints
By papywolf
NFL (Beta 2)
Description
Allied:
"Allied need to steel the Axis_NFL_Ball then try to score a goal in your FieldGoal. Allied Team also need to defend your own NFL ball too.."
Axis:
"Axis need to steel the Allied_NFL_Ball then try to score a goal in your FieldGoal. Axis Team also need to defend your own NFL ball too.."
Neutral:
"Football Match: Each team need to score at least 10 goals to win the match or the highter scoring points will win the match if the time is up. You need to steel the Enemy NFL_Ball and score between FieldGoal."
Objectives
Allies objectives
1 "^4Primary Objective:
^6Steal the ^1Axis NFL Ball ^6to try scroring point."
2 "^4Primary Objective:
^6Defend your ^4Allied NFL ball."
3 "^4Secondary Objective:
^2Construct ^4The_Catapult_Kicker_Allied_Side ^2to Reached the FieldGoal."
4 "^4Secondary Objective:
^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^2The_Catapult_Kicker."
5 "^4Secondary Objective:
^2Construct ^4The_Safety_Net_Allied_Side ^2to increase your safety after ^2kick ^2attempt."
6 "^4Secondary Objective:
^2Destroy(cover-opp) or prevent the ^1Axis Team ^2to build ^4The_Safety_Net_Axis_Side."
7 "^4Secondary Objective:
^2Construct the defensive ^4Allied_MGs ^2to ^2increase your defense.."
8 "^4Secondary Objective:
^2Prevent the ^1Axis team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your from ^2increase your position with a Command ^2Post."
Axis objectives
1 "^1Primary Objective:
^6Defend your ^1Axis NFL ball."
2 "^1Primary Objective:
^6Steal the ^4Allied NFL Ball ^6to try scroring point."
3 "^1Secondary Objective:
^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^2The_Catapult_Kicker."
4 "^1Secondary Objective:
^2Construct ^1The_Catapult_Kicker_Axis_Side ^2to Reached the FieldGoal "
5 "^1Secondary Objective:
^2Destroy(cover-opp) or prevent the ^4Allied Team ^2to build ^1The_Safety_Net_Allied_Side."
6 "^1Secondary Objective:
^2Construct ^1The_Safety_Net_Axis_Side ^2to increase your safety after ^2kick ^2attempt."
7 "^1Secondary Objective:
^2Construct the defensive ^1axis_MGs ^2to ^2increase your defense.."
8 "^1Secondary Objective:
^2Prevent the ^4Allies team ^2from ^2establishing a Command Post or ^2Destroyed it. Build your ^2from ^2increase your position with the ^2Command Post."0 downloads
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night fight 2 - night_fight_2.pk3 and waypoints
By papywolf
Prévisualisation
Thank you NOP for your Texturen http://home.comcast.net/~saberpeak/
thanks SteelRat for your scripts and textures
Copyright Kaforsven Bei fragen Djskinn@web.de
www.etmap.de
www.geilercounter.de
Allies are planning an attack on the outer defence of a port town to clear way for a larger attack. Axis have an outpost based on a Big Bunker outside the port town and their big cannon is a major threat to Allies.2 downloads
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nightcrawlers - nightcrawlers.pk3 and waypoints
By papywolf
Allied objectives
1 "Primary Objective:
Destroy the main entrance."
2 "Primary Objective:
Steal the breifcase from the bunker."
3 "Primary Objective:
Transmit the secret information from the briefcase to the base."
Axis objectives
1 "Primary Objective:
Defend the main entrance."
2 "Primary Objective:
Defend the bunker and the safe."
3 "Primary Objective:
Destroy the radio transmiter."4 downloads
0 comments
Submitted
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NOD_Temple v11 and waypoints
By papywolf
information
allied "A secret brotherhood of NOD supports the Axis. Destroy their new weapon!"
axis "The Allieds detected our new auxiliary and attack! Secure our new secret weapon!"
neutral "The brotherhood of NOD supports the Axis wtih a new weapon."
// Axis Objective Descriptions
1 "Primary Objective:**Prevent the Allieds from destroing the generator."
2 "Primary Objective:**Capture the forward flag."
3 "Primary Objective:**Defend the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Secure the fueling of the rocket."
// Allied Objective Descriptions
1 "Primary Objective:**Destroy the generator!"
2 "Primary Objective:**Capture the flag."
3 "Primary Objective:**Breach through the windows."
4 "Primary Objective:**Construct the command post."
5 "Primary Objective:**Dynamite the fuel tanks to destroy the rocket."0 downloads
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nomercy - nomercy.pk3 and waypoints
By papywolf
==================================================================
== Map name : Blackops No Mercy ==
== version : 1.0 ==
== Made by : Sylar and Blowfish ==
== website : Blackops Clan - http://www.enemyterritory.biz ==
== Date : 04-10-2009 ==
==================================================================
No Mercy
====================
The map was designed with my kids paper/pencils, on vacation, while lying near the pool having a beer. It was made for smaller servers or scrims, but I think you have to test that yourself. The objective is simple. Allies get to the Axis safe, blow it up, get the documents and bring it to the radar post. Have fun playing it and let me (blowfish@xs4all.nl) know if you run into weard things.
Special Thanks to
The designers of Enemy Territory, since I copied a few things from the original maps and modified em.
Splashdamage forum (www.Splashdamage.com)
For all the people helping eachother create maps.
2Bit (http://www.pythononline.co.uk/et/tutorial.htm)
For the great dummy proof tutorial they made. This helped me a lot !
Berzerkr of www.wolfmap.de
For the great resource of ET things on that website (like the good RSS feeds and prefab section).
Niek
For getting me the skybox...
Erik-Ftn, ola_erik@hotmail.com for creating the rtcw_ent_in_et_beta2.pk3 which I used for some nice extras.
All the Blackops members who helped me testing and debugging.
Axis objective descriptions
1 "** Don't let tank reach Main Gate!"
2 "** Defend Left Wall."
3 "** Defend Tunnel Wall."
4 "** Defend Bunker spawn at all cost!"
5 "** Defend Safe."
6 "** Prevent Allies transmitting secret documents data!"
7 "** Build CP to get better charge times!"
8 "** Defend Fence!"
Allied objective descriptions
1 "** Escort the tank to Main Gate!"
2 "** Destroy Left Wall to get better access to bunker!"
3 "** Destroy Tunnel Wall to get better access to bunker!"
4 "** Capture bunker!"
5 "** Destroy Safe Door to get Secret Documents!"
6 "** Bring the Secret documents to the Radar to transmit data!"
7 "** Build CP to get better charge times!"
8 "** Destroy Fence"2 downloads
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normandy final - normandy_final.pk3 and waypoints
By papywolf
Description:
(the readme file)
9/28/2003 OpTeRoN - Normandy Beach Invasion FINAL
================================================================
Installation : Extract normandy_final.pk3 to .../Wolfenstein - Enemy Territory/etmain
================================================================
Title : Normandy Beach Invasion
Filename : normandy_final.pk3
Author : *[SfS]*OpTeRoN / Raven]pot[
Email Address : darkraven289@hotmail.com
* Play Information *
Campaign : Yes
Single Map Objective : Yes
Last Man Standing : Yes
* Construction *
Base : Some ideas taken from mp_beach.
NOTE: NO BRUSHWORK, MODELS, OR ANY MAP OBJECTS WERE TAKEN FROM MP_BEACH.
Editor(s) used : SD Radiant 1.3.8
Known Bugs : Thanks to the ]pot[ clan and all the people on the servers for helping me find all the bugs from
the BETA so I could fix them for this final version.
Build Machine : AMD Athlon XP 2400+, 512MB PC2700 DDR, GeForce4 Ti4200
Brushes : 2949
Entities : 448
* Description*
Description : In 1944 Allied troops have arrived at Normandy Beach.
Their mission, to defeat all Axis forces on the beach and infiltrate the German base.
The Allies must capture and transmit the Axis top secret documents in the inner bunker.
Axis Objectives:
Primary Objective: Defend the Top Secret Documents.
Secondary Objective: Defend the sea wall.
Secondary Objective: Defend the bunker door.
Allied Objectives:
rimary Objective: Construct the Constructible Transmitter and transmit the Top Secret Documents.
Secondary Objective: Destroy the sea wall.
Secondary Objective: Destroy the bunker door.
* Bug Fixes *
* Fixed from BETA 1 *
-Added constructable transmitter on the beach.
-Fixed many lighting issues.
-Fixed many model issues.
-Added a ladder to the back side of the forward bunker to give Axis easy access to the beach.
-Fixed a bug that made health cabinets only give one health.
-Fixed many overlapping brushes.
-Added more detail to many rooms.
-Fixed a texture problem in some rooms.
* Thanks *
I'd like to thank the ]pot[ clan for being such a great team and for the great help in getting the bugs out of this
map, especially Owney-McOwn. To come play this map check out the ]pot[ clan's great ET servers:
* Copyright / Permissions *
Authors MAY NOT use this level as a base to build additional levels.
This archive may be distributed over the Internet and/or BBS systems as long as this txt is included with the distribution. You may NOT distribute this BSP commercially in ANY way without my express permission.8 downloads
0 comments
Submitted
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norwegian batteryft1 - norwegian_batteryft1.pk3 and waypoints
By papywolf
Allied objectives
1 "Primary objective:
Construct the commandpost and capture the bar"
2 "Primary objective:
Steal the keycard so we can unlock the battery. You will find it in some kind of headquarter building. But be aware soldier, mg42 sounds has been reported"
3 "Primary objective:
Unlock the battery doors to gain access to the battery. The brave men who can do this will get leave for three weeks"
4 "Primary objective:
Destroy the battery using a dynamite charge. We must destroy it before the axis backup force arrive"
Axis objectives
1 "Primary objective:
Dont let the allies construct a commandpost. Defend the bar and don't let it fall into the hands of the allies"
2 "Primary objective:
Defend the keycard so they can't unlock the battery. The mg42 has plenty of ammunition left."
3 "Primary objective:
Defend the keycard lock of the battery. Don't let the allies unlock them."
4 "Primary objective:
Defend the gun. Don't let the allies destroy it for then we can't defend the shores from their ships. Be aware that they can use the backdoors"1 download
0 comments
Updated
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now beta03 - now_beta03.pk3 and waypoints
By papywolf
In the Axis search for religous items they are on a quest to steal the Christmas Star, the symbol of hope and joy!*Allied intelligence has picked up this mission and are doing anything they can to prevent the Axis forces from stealing the Christmas Star. If the Axis forces succeed in their quest then a whole world celebrating Christmas will be in agony and that will drain their spirit on the battlefields, this will give the Axis forces a huge advantage in the war."
axiswintext Yet another inspiring victory for the Axis
alliedwintext he Allied Supreme Command was correct: Another easy win for the Allied forces
6 downloads
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Submitted
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nQ Chartow Beta2 - nQ_Chartow_Beta2.pk3 and waypoints
By papywolf
No information on the map
0 downloads
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0 comments
Submitted
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Oasi + waypoints
By o-0._.0-o
//===================================================================================================>>>
// Mapname : Oasi
// BSPname : oasi
// Released: 04.04.2024
// Version : final
//
// Map made by: o-0._.0-o
//
// Website: www.bunker4fun.com
//
// Thanks to Pegazus for making a cactus model.
//===================================================================================================>>>
Story:
In the hidden recesses of an ancient temple lay an
extraordinary secret - an ancient anti-gravity generator.
Crafted by a civilization long forgotten,
the Axis use this device to create a dangerous weapon.
=======================================================
Objectives:
Allied:
Primary Objectives:
1] Destroy the main gate.
2] Grab the tank fuel and steal the tank.
3] Escort the tank to the temple.
4] Destroy the tank barriers.
5] Grab the key and open the secret door inside the temple.
6] Destroy the ancient anti-gravity generator.
Secondary Objectives:
7] Once at the old city, capture the forward spawn point.
8] Destroy the side entrance.
Axis:
Primary Objectives:
1] Protect the main gate.
2] Protect the tank fuel and don't let them steal the tank.
3] Don't let the tank go to the temple.
4] Don't let the Allies destroy the tank barriers.
5] Protect the key.
6] Protect the ancient anti-gravity generator.
Secondary Objectives:
7] Don't let them use the forward spawn point at the old city.
8] Protect the side entrance.
=======================================================
10 downloads
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Updated
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obersalzberg - obersalzberg.pk3 and waypoints
By papywolf
Download pk3 name: Obersalzberg.pk3
Map name: Obersalzberg.bsp
Description:
Axis developed a serum wich will get them substantial advantage during further war.Therefore Allies need to conquer the serum to investigate it and obviate the Axis soon advantage.
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Submitted
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odenthal b2 - odenthal_b2.pk3 and waypoints
By papywolf
=== Odenthal Beta 2 ===
=======================
Mapdates:
Name: Odenthal
Mapper: Jens 'eiM' B.
Type: Competition map (3v3 , 6v6)
Spawntimes: Axis 30s , Allies 20s
Average duration: 10 Minutes
Worked time: 3,5 Month (for beta2)
Homepage: http://reveal.et-support.de/odenthal
Story:
I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real
project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though).
So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that
I reinstalled all the mappingstuff on my harddisk and thought about a nice map.
Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends
were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike.
Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more
and more reality.
Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all
the victims and that not in my farest thougts plan to do something like an amok run.
Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project.
There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't
remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines.
Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant.
The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value
on making the school realistic than the terrain etc. But still there are much similarities like the small
river ,some grassland...
So this is the story behind the map and the name Odenthal. The story set in W:ET is the following:
Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of
the school and the town. The Allies forces have to escort their Jagdpanther through the streets of
Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to
disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this
the Axis store their secret documents which have to be secured by the Allies Forces
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Submitted
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odenthal b2 - odenthal_b2.pk3 and waypoints
By papywolf
=== Odenthal Beta 2 ===
=======================
Mapdates:
Name: Odenthal
Mapper: Jens 'eiM' B.
Type: Competition map (3v3 , 6v6)
Spawntimes: Axis 30s , Allies 20s
Average duration: 10 Minutes
Worked time: 3,5 Month (for beta2)
Homepage: http://reveal.et-support.de/odenthal
Story:
I always wanted to create a real competition map for Wolfenstein: Enemy Territory. But I never got started to a real
project like this... the only maps I finished are small 1v1 / 2v2 maps or my trickjumpmap (a bit bigger though).
So well, back in the Winter of 2006 I really had too much freetime because of holiday and stuff. So it came that
I reinstalled all the mappingstuff on my harddisk and thought about a nice map.
Anyway this maybe sounds a bit weird but when this amok run happened in Germany - Emsdetten me and some friends
were together hanging out and randomly heard that the guy who ran amok had mapped his school for Counterstrike.
Because we always have much fun @ LAN's and stuff the idea of mapping our school for W:ET @ LAN's became more
and more reality.
Before I write on I really have to note that I misprize the happenings of Emsdetten and i'm sorry for all
the victims and that not in my farest thougts plan to do something like an amok run.
Okay , well in my winterholidays I went skiing and had much fun but also some time to think about my mapping project.
There were many things to plan. (If you really try to remap something of your daily life you'll notice that you don't
remember many details of the looks and stuff ;>) So I made some photos , searched + created textures and made some outlines.
Anyway after about 2weeks when I were back at school I finally started to create the map in my GTKRadiant.
The map is not a perfect remake of Odenthal (the small city it's located in) because I set a higher value
on making the school realistic than the terrain etc. But still there are much similarities like the small
river ,some grassland...
So this is the story behind the map and the name Odenthal. The story set in W:ET is the following:
Axis have constituted an headquarter in the school of Odenthal. Therefore they rebuild some parts of
the school and the town. The Allies forces have to escort their Jagdpanther through the streets of
Odenthal to get access to the school. After this they have to destroy the Main Entrance and the Generator to
disable the magnetic seal of the Security doors to get access to the main building of the school. Inside this
the Axis store their secret documents which have to be secured by the Allies Forces.
1 download
0 comments
Submitted
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omni-bot_0_90_ET
By papywolf
0.9 ET Change Log
=== BOT ===
Added functions Wp.CheckBlockable, Wp.Disconnect
Changed new waypoint format (0.9 waypoints are incompatible with previous omni-bot versions !)
Changed config file omni-bot.cfg is saved to fs_homepath if omnibot_path is read-only
Changed logs are disabled if cvar omnibot_logsize is 0
Changed LookAround priority is VeryLow
Improved Wp.SetWaypointFlag affects all waypoints having the same name and can set multiple navigation flags
Improved the shortest path depends on sneak,crouch,prone waypoint flags
Fixed covertops don't go through infiltrator waypoints after losing disguise
Fixed DeleteTriggerRegion calls OnExit
Fixed MapGoal.GetMatrix
Fixed error message is printed to the console if cgame module was not found
Removed deprecated navigation flags (snipe, cappoint, ammo etc.)
=== MOD ===
Fixed spectator can view map
Fixed crash by weaponbank 10
=== GOALS ===
Added OnExit function in paththrough navigation
Changed MOBILEMG42 and MOBILEMORTAR priority to 0.89 so that soldiers can pick up ammo
Changed medics can revive in shallow water
Improved roles are assigned according to crucialClass and spawnpt
Fixed "connecting" bots are kicked in order to not block server slots
Fixed medics don't kill for revive covertops while they are detonating satchels
Fixed soldiers don't crawl towards MOBILEMG42 goal position
Fixed dismount of MOUNTMG42 or MOUNT if a goal is aborted immediately after mount
Fixed bots don't press switch again after ExitConditions in paththrough useswitch
Fixed fire team formation command
=== WEAPONS ===
Fixed FG42 can be reloaded if not on SNIPE goal
=== COMMANDS ===
Improved ShowEntityInfo prints coordinates of TraceLine hit point
Fixed CheckVehiclePath error message
---------------------------------------------------------------
0.87 ET Change Log
=== BOT ===
Added function GetEntEquippedWeapon
Changed trigger regions ignore players in limbo
Fixed IsStuck when bot was jumping
Fixed removing blockable waypoint flag
=== GOALS ===
Added entityname property to BUILD and PLANT goals
Added SatchelFunction to PLANT goal
Changed medics don't kill for revive disguised covertops
Changed medics don't kill for revive engineers while they are planting or building
Fixed MOBILEMG42 goal is aborted if the bot cannot prone
Fixed if covertops did not detonate his satchel then he couldn't use another one in n!tmod
Fixed healing with syringe
Fixed covertops don't steal uniform after instagib headshot in N!tmod
=== SCRIPTS ===
Added Util.CappointForFlag
=== COMMANDS ===
Changed commands sag and show_goals add role bonus to priority
---------------------------------------------------------------
0.86 ET Change Log
=== BOT ===
Added function MapGoal.SetEntity
Added Wp.SetWaypointFlag parameter can be a regular expression
Added WatchForEntityCategory can be used to detect landmines
Added gm script can have UTF-8 BOM
Added version number is printed to console when Omni-bot is initialized
Improved bots join game faster after server starts if maxbots>0
Improved players info is in the Server table already in OnMapLoad
Changed draw_goalroutes doesn't draw disabled routes
Changed new waypoint has prone flag if the player is proned
Fixed soldier with mobile mg42 does not shoot heavy vehicles
Fixed goals with same names were swapped in NoQuarter
Fixed waypoint_setname of closed waypoint
Fixed command goal_save prints error if file can't be opened
Fixed SetGoalRole printed error message if role was persistent and goal did not exist
Removed path planners navmesh, floodfill, recast
=== MOD ===
Improved command /entitylist prints type names instead of numbers
Fixed goal entities of multiple MG42s at the same position (on baserace map)
Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player
=== GOALS ===
Fixed covertops don't steal uniform when carrying objective
Fixed PLANT goal was always delayed 35 seconds even if defused
Fixed medic don't deliver medkits to player who is mounting tank
Fixed rendering of Stance property
Fixed medic sometimes did not give medkits to revived player
Fixed BUILD goal created by user could not be saved
Fixed roaming bots were going to position of MOUNT goal
Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars)
Changed MinPlayersForMobileMG is number of players required for one mobile mg42
Changed cover spot priority from 2.0 to 0.81
Changed medic don't team-kill player at mg42
Changed medic can revive nearby player when going to cappoint
Changed only one medic or fieldops delivers supplies to a player
Changed soldier with mortar asks for ammo less often
Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg
=== SCRIPTS ===
Changed all bots disconnect if maxbots is 0
Optimized Util.ProcessMovers
=== WEAPONS ===
Changed bots get more ammo packs from ammo cabinets
=== COMMANDS ===
Added draw_goalrange
Improved cleargoalflags removes ammo, health, crouch and prone
---------------------------------------------------------------
0.85 ET Change Log
64-bit ET:Legacy is supported
=== BOT ===
Added functions IsNull, SetGoalRole, ClearGoalRole, GetLocalCommand, Wp.GetClosestWaypoint
Added waypoint navigation flag INFILTRATOR
Added function Log has optional parameter: 0=info, 1=warning, 2=error, 3=critical
Added path not found message if goal is unreachable
Added parameter to SetAvailableMapGoals to ignore error if goal does not exist
Added constants DEBUG.FPINFO, DEBUG.EVENTS
Added timeout when bot is waiting for a medic
Added waypoints are loaded from nav and incomplete_navs folders
Added bot has default spawn point at start
Improved ReloadGoalScripts replaces scripts for all bots, it's not necessary to kick them
Improved navigation at beginning and end of path
Changed current goal is not aborted if bot is stuck and finds new path to the goal
Changed ScriptGoal is delayed or disabled after script exception
Changed global Server table is initialized even if map has no waypoints
Changed IsStuck returns true if StuckTime is equal to parameter
Changed functions SetGoalPriority, SetMapGoalProperties, SetGoalRole, ClearGoalRole print error message if goal does not exist
Fixed crash in Omnibot_LoadLibrary if omnibot_et.dll was not a valid Win32 application
Fixed function UnitCircleNormalize
Fixed IsStuck returned false if bot was stuck and jumped
Fixed IsEntityValid called GetEntityClass if entity handle was invalid
Fixed gm table indexes of type Vector3
Fixed current goal was instantly aborted if LimitTo was used inside Enter
Fixed deleted ROUTE goal remained visible
Optimized updating blocked or dynamic paths
Optimized Goto if bot is already at destination
Removed goal loading and weapon loading messages from log file
=== MOD ===
Added injure command has optional parameter new health
Fixed DEFUSE event was not triggered if player was between dynamite and objective
Fixed Axis engineer got XP for defusing his own dynamite
Fixed error SP_team_WOLF_objective exceeded MAX_MULTI_SPAWNTARGETS
Fixed some interface functions could crash if entity handle was invalid
=== GOALS ===
Added Wait property to BUILD goal to wait after objective is constructed
Added timeout message to SWITCH goal
Changed medics don't kill teammate who is carrying a flag
Changed MOUNT goal offsets are ignored if bot is already near tank
Changed disablecm property of CAMP goal is toggled if goal_setproperty command has only 1 parameter
Improved Util.SetMaxUsersInUse can be used to limit number of planted dynamites
Improved bots don't use occupied offsets of ESCORT goal
Improved medic does not reload after every bullet when killing teammate for revive and he gives medkits if he fails to kill
Fixed all CAMP goals were aborted every 3 seconds if tank was mouted by human or enemy
Fixed bots often killed themselves in combat
Fixed bots were stuck forever if they met in a narrow corridor
Fixed engineer waited 0.25 seconds before planting dynamite
Fixed ESCORT, MOUNT, RIDE goals are delayed only once and not after every spawn or revive
=== SCRIPTS ===
Added Util.GetGoal, Util.GetGoals, Util.RandomChat, Util.GetPriority
Added Util.MapDebugPrint writes warning to log file if last parameter is 2
Added Util.ScriptDebugPrint writes warning to log file if message is printed to console
Added Util.OnTriggerPosition parameter can be Vector3 instead of waypoint name
Added all pathfailed messages contain waypoint UID and blackboard delay is randomized
Added AxisBotPrefix and AlliedBotPrefix in et_botnames_ext.gm
Changed Util.GetTableValue is case insensitive
Changed LimitToClass, ExcludeClass, RollCall moved from ETUtil to Util
Changed Util.RandomSpawn does not run in new thread
Changed Util.ChangeSpawnForRole changes spawnpt in Map.Roles table
Fixed some functions (Util.SetMaxUsers, Util.OnTriggerPosition, ...) did not print any error message if goal did not exist
Fixed error in Util.UpdateSwitchData if WaypointName was undefined
Removed Util.AddBotKickWhenDead, Util.WaitForPlayerSpawn, Util.FollowWaypoints, Util.SetPropertyTeamClassGoal, Util.BotsWithGoal, Util.TeamClassCounter, Util.TestGoalPriorities, Util.AllTeamPlayers, Util.QueryGoal
Removed global table bot.QueryGoalsTable
=== WEAPONS ===
Added KNIFE_KABAR, MOBILE_BROWNING, MORTAR2 in NoQuarter 1.2.7 or older
=== COMMANDS ===
Added help with parameter prints usage info for that command
Added debugbot parameters planner, steer, target
Added waypoint_unsplit command
Changed bvp and cvp has only 2 parameters - goal and time
Removed bvpo and cvpo commands
Removed debug command
Removed assignment to variable in trigger_bounds
Improved waypoint_stats prints number of connections
Improved tracearty all prints goal names
Fixed waypoint_mirror of selected waypoints
=== TOOLS ===
Route Maker does not require windows-1252 code page, output script is copied to clipboard
=== WAYPOINTS ===
1944_huertgen_final2x_mas
alps2_pb
capuzzo
castle_trap
cathedral_te
ctf_cradle
ctf_temple_b1
element_b4_1
et_november
frost2_final
highnoon
mia1d
mp_communique
oldbones_b1
praetoria_m3
rabenhorst_final
road2amiens_b2
steal_v1
storage_facility_fp
targetpush
temple_of_dal
t_whatever
uje_mall
uje_trainstation
watten
zombie_city
---------------------------------------------------------------
0.84 ET Change Log
infected mod is supported
=== BOT ===
Added 0.71 interface (NoQuarter 1.2.7)
Added trigger Flag dropped
Added new functions IsCarryingFlag, CanGrabItem, GetNearestDestination, GetAllEnemy, GetAllAlly
Added TraceLine returns contents and surface
Added DistanceBetween and DistanceTo parameters can be MapGoals
Added GetGoals and QueryGoals have parameter Sort (values are none,priority,name,random)
Added GetWaypointByGUID and GetAllWaypoints return waypoint name in result table
Added Goto parameter can be a table of vectors
Added HasAmmo can have 2 parameters (ammotype, amount)
Added GetNearest,GetNearestEnemy,GetNearestAlly can search for multiple classes
Added constants SURFACE.SLICK and SURFACE.LADDER
Added file names in gm script error messages
Added et_autoexec_user.gm is executed after et_autoexec.gm
Added SetAvailableMapGoals 3rd parameter can be a table of goal expressions
Changed MaxUsers trackers are separate for each team
Changed QueryGoals and GetGoals delete all items from table before writing result
Changed GetGoals does not sort goals by priority
Changed console commands are sent to goals even if they are handled by global Commands table
Changed BlackboardDelay,MarkInProgress,MarkInUse do not require mapgoal parameter
Changed blocked waypoint connections are visible, color is dark grey
Changed errors from SetAvailableMapGoals are printed by Util.MapDebugPrint
Fixed crash if dlclose fails (if Jaymod is used without LD_PRELOAD)
Fixed crash in ClientJoined event
Fixed Finished did not work inside Enter callback
Fixed condition if(vector) failed if vector.x was zero
Fixed GetUsePoint
Fixed ConfigGet with 2 parameters saved null to config file
Optimized region triggers
Optimized initialization of file system and weapons
Removed options [Script]/Debug, [Script]/EnableRemoteDebugger, [Debug Render]/EnableInterProcess, [Downloader]
Removed empty lines in error messages
=== MOD ===
Added killing messages can be disabled by cvar cg_obituary
Added cvar omnibot_render_distance to limit waypoint drawing distance from the player
Added spectator position on the map
Changed InitialDelayTime can be less than 10 seconds on dedicated servers
Changed drawing does not use boost interprocess library
Changed spectator can see all players on the map
Changed warmup can be less than 10 seconds
Changed message "Omni-bot Loaded Successfully" is printed only after successful initialization
Fixed spectator position was wrong and spectator could not edit waypoints
Fixed GetEntityOwner sometimes returned invalid entity
Fixed crash if print parameter was too long
Fixed UpdateGoalEntity was called even if omnibot_enable was changed from 1 to 0
Optimized drawing of waypoint radius
Added version info to DLL files
=== GOALS ===
Disabled waiting for medic in NoQuarter mod because of weapon spread bug
Removed many useless properties from goals gm file in nav folder
Changed high level goals were moved from library to gm scripts
Changed ROAMING goal chooses any goal available to bot's team, ignoring class and MaxUsers
Changed DEFUSE goal prefers dynamite which has been planted sooner if there are 2 dynamites at the same objective
Changed FLAGRETURN goal has limited range
Changed REVIVE is disabled on ice
Changed Covertops don't steal uniform when mounting mg42
Changed resetxp is used only in Jaymod, NoQuarter, Bastardmod, ETBlight
Improved MOUNTMG42 can be used concurrently by both teams (neutral mg42 in goldrush)
Improved soldier does not shoot MORTAR if stupid fieldops stands in front of him to deliver ammo
Added timedout message in CHECKPOINT, REVIVE, MOUNT, MOUNTMG42, REPAIRMG42
Fixed priority was not reset to zero after map goal became unavailable
Fixed new ARTILLERY_S or ARTILLERY_D goals were sometimes created in ground
Fixed disguised covertops was shooting and lost disguise
Fixed error if test bot was kicked during Goto
Fixed GRENADE did not work in NoQuarter mod if goal had Count=1
=== SCRIPTS ===
Improved server manager to balance number of humans and bots
Added Util.ChangeCrucialClassForRole
Added Util.QueryGoal, Util.InvalidGoal, Util.RouteTo
Added region type in debug messages when entering/exiting re-usable region trigger
Changed debug messages in disablepush,disablecm,breakabledist regions are printed only for bots
Changed Util.UpdateSwitchData is called automatically by paththrough switch
=== WEAPONS ===
Added throwable knives in etpub mod
Added WeaponType "item"
Added BAZOOKA in Legacy mod
Changed rifle grenades have limited range
Changed SetDesirabilityRange can be less than DefaultDesirability
Changed sniper weapons have smaller AimError
Fixed flamethrower was used at long distances (bug in 0.83)
=== COMMANDS ===
Added cleargoalflags command to delete obsolete 0.71 goal flags
Improved sag command (ShowActiveGoals) prints priorities and roles
Improved sei command (ShowEntityInfo) prints entity categories
Improved rollcall command prints roles, goal, weapon, ammo, health, difficulty, view distance, reaction time
Improved tracearty command renders pink line to point of collision if trace fails
Fixed difficulty, resetxp and maxxp commands are listed in help and they don't need connected bots
Fixed kickbot command worked only for ID, but not bot's name (bug in 0.83)
Removed TestMap conditions and ShowMovers from makemapgm command
Removed commands showscriptgoals, console, tbr, aim_debug, fixoffsets, fixnext
=== WAYPOINTS ===
1944_cherbourg2
1944_nordwind
1944_nordwind_summer
airassfp1
battle_chess_sniper
black_forty_four_sniper
capuzzo_b3
ds_bunkers_b2
erdenberg_b3
es_puffo_sniper
fragmaze_fixed
north_italy_sniper
radar_summer
raid_b4
santas_grotto_v1_2
sniper_from_mars
transylvania
uje_city_patrol
uje_gondola_sniper
uje_parking
xmas_bol_sniper
---------------------------------------------------------------
0.83 ET Change Log
ETBlight and Bastard mods are supported
=== BOT ===
Added cvar omnibot_logsize (maximal file size in KB), -1 will disable logs, 0 will overwrite file every match
Added script goal property LimitToNoClass
Added you can pass 0 for all teams to MapGoal.SetAvailable and MapGoal.SetAvailableInitial
Added WeaponFireMode.AimOffsetZ
Changed log files are written to omni-bot/et/logs (if the folder exists)
Changed initialization is logged only if LogInfo is true in omni-bot.cfg
Changed waypoint property is cleared if value is empty string
Improved Server table is immediately updated when players connect or disconnect
Improved help command is sorted
Fixed memory leak caused by GameMonkey threads
Fixed crash in AddBot if bot is kicked in ClientUserinfoChanged
Fixed jumplow waypoint flag did not work at tank barrier or pile of box crates
Fixed weapon mask was 64-bit and could not be used for mod specific weapons, now it's 128-bit
Fixed InFieldOfView returned correct result only if bot had same Z coordinate as enemy
Fixed DrawTrajectory was not accurate
Fixed CalcTrajectory always returned null
Fixed CheckCharged parameter of HasAnyWeapon
Fixed Utils::ConvertString returned true even if string could not be converted
Fixed some console commands expected integer parameters, but got float
Fixed waypoint connection remained closed after blockable flag was removed
Fixed new connection between blockable waypoints was not blockable
Fixed crash if there was error in waypoints file
Fixed bot killed himself after command bot.Enable(false)
Fixed stuckage if paththrough navigation called Goto to unreachable destination
Fixed soldier with mortar waited forever if some aim vector was out of range
Fixed aim vector of mortar and script goals was sometimes imprecise
Fixed bot sometimes could not reload if two weapons needed to be reloaded
Fixed GetRandomWeapon
Fixed indentation in log files
=== MOD ===
Added display scriptName and targetName for /entitylist command
Fixed fake client lua script exploit
=== GOALS ===
Added target property to MOBILEMORTAR goal
Added coversplit property to PLANT goal
Added multiple aim modes for MOUNT goal, they can be set by ETUtil.SetAimModeForMount
Added Stance property to DEFUSE goal, can be set only from trigger and only "prone" value is permitted
Changed ATTACK goals are limited to 3 bots in progress
Changed AIRSTRIKE,ARTILLERY,MOBILEMG42,MOBILEMORTAR,SNIPE goals are limited to 1 bot in progress
Changed bot on CAMP goal selects his primary weapon (shotgun, panzer, ...)
Changed bot can say "Hold your fire" more than once per match
Improved priority to pick up medkits depends on current health
Improved ESCORT goal, stucked bot can jump or repath
Improved MOBILEMORTAR orientation when goal has multiple facings
Fixed REVIVE goal in some mods if dead players have health<=0, but don't have DEAD entity flag
Fixed MOUNT goal was not blackboard delayed after Timeout
Fixed bot killed himself if he stucked near tank and then successfully mounted the tank
Fixed stance property could be set to wrong values
=== SCRIPTS ===
Added ability to give unique names for re-usable region triggers
Added sniper war and panzer war in Jaymod or n!tmod are detected in autoexec
Changed Util.ListTableMembers prints both keys and values
Fixed Server.MinBots
Fixed script errors when bot is kicked from server
=== WEAPONS ===
Changed VENOM aim offset and aim tolerance
Changed engineer will not detach rifle grenade on camp goals
Changed weapon desirabilities
Fixed bots always aimed at head with mod specific weapons (shotgun, mp34, sak47, ppsh, rpd, ...)
Fixed bots could not use ammo cabinets when they have some mod specific weapons (stg44, mp34, m79, madsen, ...)
Improved skilled soldiers can reload mobile mg42 in NoQuarter or n!tmod
Improved melee weapon is used to attack only if distance is within range
Optimized some weapons cannot be reloaded and some weapons don't require ammo
Removed unused weapon properties
=== COMMANDS ===
Added trigger_bounds command supports writing the RegionTrigger.Create function call to file
Added optional TRACE parameter to showentityinfo command
Changed command botgoal prints MapGoal name, not ScriptGoal name
Fixed difficulty command could not change difficulty of newly added bots, dead bots or bots waiting for a medic
Fixed difficulty could not be set to -1 which means random difficulty
Fixed difficulty could be set to 7, but maximal difficulty is 6
Improved command ab is much faster, it can add 20 bots per second
Improved command waypoint_view prints error message if drawing is impossible
=== WAYPOINTS ===
1944_huertgen
2dom1
afd_beta5
ammodepot
barrocas_base_b8
byzantine
cherbourg
country_road_jp
denoflions_etdual
duplex_towers
es_alamo_sniper
es_garden_sniper
es_ziggurath_sniper_night_b2
et_mor2_night
field_hq_b4
flame-guards
fueldump_uvf
intel_center
kings1
lostparadise
mlb_daybreak
mp_base
mp_theriver_2nd
negoshk_b2
op_lucky_a2
password2
resurrection
snatch2
tankbuster
uje_convoy_final
uje_fantasie_sniper
uje_oil
uje_parking_sniper
uje_snowy_sniper
uje_warzone
---------------------------------------------------------------
0.82 ET Change Log
=== BOT ===
Optimized path planner (thx palota)
Optimized sensory memory (thx palota)
Updated ladder navigation (thx palota)
Fixed ENT_ENTER_RADIUS to fire if bot is already within radius (thx palota)
Fixed QueryGoals to randomly shuffle all returned goals (thx palota)
Fixed ScriptGoal.LimitTo issues (thx palota)
Fixed SetAvailableMapGoals was enabling all goals if parameter 3 was not a string
Disable LookAroundState at doors (thx palota)
Fixed Route nodes to work on slopes (thx palota)
Fixed SetMapGoalProperties to work inside trigger functions (thx palota)
Fixed MapGoal.RemoveWithEntity (thx palota)
Fixed logger error masks (thx palota)
Fixed OnSpawn callback was being called twice (thx palota)
Fixed some events were not always fired (thx palota)
Fixed paththrough goals were able to be interrupted (thx palota)
Fixed ignore player command to work on players that are mounted on fixed mg42's (thx palota)
Added paththrough property set on waypoint does not require reload (thx palota)
Fixed b.HasRole, b.HasPowerUp, b.HasAnyEntityFlag, and b.HasEntityFlag to check all parameters
Changed PostMapLoad to not require a map script
Fixed mg.SetRoles and mg.ClearRoles to preserve existing roles
Fixed b.SetRoles and b.ClearRoles to preserve existing roles
Fixed duplicate GetPriority calls when a bot spawned
Fixed crash in waypoint_mirror command
Aliased ET_CLASSEX_TREASURE as TRIPMINE to preserve compatibility with mods
Fixed script goal OnSpawn callback
Fixed option table parameter in GotoRandomAsync and GotoRandom script functions
Fixed potential buffer overrun in CheckWaypointForGoal
Updated PHYSFS from 1.1.1 to 2.0.2
=== MODS ===
Added support for tripmine usage in silEnT mod ( thx gaoesa and TheSilencer )
Fixed weapon usage for some etnam and silEnt mod weapons
Fixed several weapon id conflicts
Fixed remove weapon event to not be called when a bot goes to limbo
Fixed defuse event to always be fired
Fixed suicide flag for bots to be cleared on death
Fixed b.IsWeaponCharged() for Adrenaline in NoQuarter
=== GOALS ===
Improved Revive goal behavior
Added support for interrupting Defuse goals for higher priority Defuse goals
Fixed high cpu utilization in goal_paththrough_navigation (thx palota)
Fixed bug in UseCabinet goals that was causing high cpu usage (thx palota)
Improved goal selection to be random for equal priority goals rather than sequential (thx palota)
Optimized goal_useswitch (thx palota)
Fixed goal_paththrough_useswitch behavior while bots are riding in movers (thx palota)
Fixed bots could not shoot fixed mg42 if reloading while mounted (thx palota)
Fixed bots aim position after being revived in goal_mobilemg42 (thx palota)
Fixed goal_checkstuck to allow enough time for revived bots to be able to move (thx palota)
Updated goal_combatmovement to include unscoped sniper weapons (thx palota)
Fixed several issues with goal_covertops (thx palota)
Optimized goal_voicechat and goal_deliversupplies (thx palota)
Fixed issues in goal_watchforprojectile (thx palota)
Fixed evaluation used by bots to determine when to reload (thx palota)
Fixed FlagReturn goal to not query for "Flag.*" (thx palota)
Improved goals file to not save RandomUsePoint or Range if the value is 0 (thx palota)
Added optional UseAsync property to goal_paththrough_useswitch
Fixed dispenseammo to not activate when a bot is revived (thx palota )
Added traceline property to grenade goal (thx palota )
Added count property to grenade goal to limit number of grenades thrown (thx palota )
Disabled 0.71 style high level script goals
Fixed weapon restriction related issues in camp goals
Added several improvements to goal_checkstuck (thx palota )
Added bots will search for unarmed dynamite at plant goals
Added disablecm property to camp type goals to disable combat movement
Added several improvements to goal_selectweapons (thx palota )
Fixed issues with goal_paththrough_artillery
Added support for healing with needle in deliversupplies goal
Fixed issues with delivering supplies to mortar and mobilemg42 camp locations (thx palota )
Improved goal_mobilemg42 aiming (thx palota )
Added "peek" stance to camp type goals for duck and cover emulation
Moved checkpoint goal to script
Moved defuse goal to script
Moved repairmg42 goal to script
Moved revive goal to script
Fixed distance tolerance for plantmine and mortar goals
Added Range property to script goals
Added RandomUsePoint property for randomizing position for bot to use a goal
Fixed bots sometimes not delivering objectives
=== SCRIPTS ===
Added InitializeRoutes script function for Map scripts
Added regular expression support for route tables (thx palota )
Added Util.ScriptDebugPrint with filtering capability
Added support for passing a table of roles to util functions that set and clear roles
Fixed issues in server_manager.gm
Deprecated ETUtil.SelectWeapon() (thx palota )
Added ability to globally disable specific weapons for bots
Added et_weapontables.gm (thx palota )
Fixed issues with the role manager (thx palota )
Moved ClassPrimaryWeaponChoice from global to bot
Removed death event from class manager (thx palota )
Added ETUtil.GetTimeElapsed()
Added new botnames script that allows users to specify bots per team and a preferred weapon
Added Util.FindClosestGoal() (thx d00d )
Fixed secondary weapon usage for heavy weapon bots to not rely on targeting system (thx palota )
Fixed ETUtil.WarpToGoalOffset (thx palota )
Added silEnT mod weapon scripts
Added etnam weapon scripts
Fixed script errors on bot disconnect in goal_voicechat
Seperated class manager logic into et_classmanager.gm for global accessibility
=== COMMANDS ===
Added bot goto and bot wait commands for testbot (thx palota)
Added waypoint_split command (thx palota)
Added /bot warpto command can be used for paththrough points (thx palota)
Fixed error in /bot drawspawns command (thx palota)
Added waypoint_startover command which removes all waypoints without flags or properties
Added saveusepoint command (thx d00d )
Added writeplayerpos command (thx d00d )
=== WAYPOINTS ===
Several fixes, updates, and new maps supported. See the Assembla repository logs for details
=== TOOLS ===
Updated DMS (thx MickyP)
Updated Notepad++ for omnibot (thx d00d)
---------------------------------------------------------------
0.81 ET Change Log
=== BOT ===
Fixed kickbot crash in older Windows versions
Fixed pathfinder crash
Fixed region trigger related crashes
Fixed SetAvailableMapGoals
Fixed SetGoalPriority
Fixed SetGoalGroup
Fixed goals being interrupted by other goal types with same priority as current goal
Fixed script goals being activated too early when bots spawned
Fixed InWater flag not being auto added to waypoints
Fixed issues with GetNearest related to entities that shared a classname with weapons
Fixed GetRandomDestination to only return reachable points
Fixed ScriptGoal event threads not being killed on bot exit
Added bots will press jump when headed towards waypoints with the InWater flag
Added goal loading time output
Added SetIgnoreEntFlags weapon property
Added rendering of RegionTrigger names
Improved ladder navigation
Updated boost libraries to version 1_44_0
=== MODS ===
Fixed goal names to not include color strings
Added support for NoQuarter WP_JOHNSON (thx Irata)
Added conversion of panzerfaust request to bazooka for allied bots in NoQuarter
=== GOALS ===
Moved MountMg42 goal to script and added support for user defined facings
Moved MobileMG42 goal to script
Fixed version number in mapgoal_capturehold
Fixed random aim mode for mount goal
Fixed goal_paththrough_artillery to abort if no line of sight to an arty target
Fixed gotowp support in goal_paththrough_navigation
Fixed goal_combatmovement to ensure that GetTargetInfo returns valid data
Fixed velocity check in goal_indisguise
Fixed mapgoal_explosive to not create on load
Fixed manually added health and ammo cabinet goals to create on load
Fixed region trigger name in mapgoal_plantmine
Fixed plant goal coverspot occupied flag not being cleared on bot death
Fixed bots to not use rifle nades when they have a plant goal active
Fixed revive goal sometimes never enabled (thx 0x0000 and Demetrius)
Fixed InProgress limitations for FLAG_ goals
Fixed issues with askforammo and askforhealth goals
Fixed potential issues with ammo and health cabinet goals
Added paththrough function to goal_build for custom behavior scripting (thx palota)
Added bots planting dynamite will abort if a teammate drops a satchel (thx palota)
Added mapgoal_dynamite for use when target has no usable OID
Added cure poison with needle support to goal_deliversupplies
Added caching of trace results in goal_paththrough_artillery
Added ability to force routing to build goals with offsets defined
Added missing finish criteria in goal_covertops
Added cover spot timeout to plant goal(s)
Added jump stance property to build goal for build goals in water (thx palota)
Changed stuckage check goal to write separate logs for each map
Changed paththrough_useswitch goal so that the wait function overrides any exit conditions
Changed plant goal coverspot selection to be random rather than sequential (thx palota)
Improved goal_escort to allow escorting bots to assist in building of vehicle (thx palota)
Improved bots ability to mount mg42's
Improved plant goal aim location (thx palota)
Increased priority of deliver supplies goal and limited distance to 1500 units
Lowered default priority of repairMG42 goal
=== SCRIPT ===
Fixed MapGoal.GetPriority
Fixed role manager to auto increment class manager minclass counts when crucialClass is set
Fixed role manager crucialClass
Added Util.BotChat function
Added Util.CatName function
Added Util.SetCustomProperty function
Added ETUtil.WinningChat and ETUtil.LosingChat functions
Added EvalFunc support to goal_paththrough_navigation
Added spawn point and voice macro support to role manager
Added optional viewDistance parameter to Util.ChangeToSniperWeapons
Added CLASS.DYNAMITE_ENT, CLASS.MORTAR_ENT, CLASS.SATCHEL_ENT, and CLASS.LANDMINE_ENT
Added re-usable region triggers for spotting and announcing enemies or all clear (thx d00d)
Added waypoint GUID support to the warpto command (thx d00d)
Moved class manager to script goal with several functional improvements (thx palota)
=== COMMANDS ===
Added optional filter param for debugtriggers
Added fix_waterwps to add InWater flag to waypoints near water surface
Added draw_paththrough 0|1 for rendering 3D text over paththrough waypoints
=== WAYPOINTS ===
Several fixes, updates, and new maps supported. See the Assembla repository logs for details.
=== TOOLS ===
Updated DMS (thx MickyP)
Updated Notepad++ for omnibot (thx d00d)
---------------------------------------------------------------
0.8 ET Change Log
=== BOT ===
fixed Game Monkey Garbage Collection bug that was causing serious performance issues
fixed paththrough crash when no data is passed fromwp property
fixed bots field of view for close objects
fixed OmnibotRenderDebugLines to not run on remote servers
fixed lookaround timer
fixed initialization of powerups (all games)
fixed GetEntityPowerUps
fixed a gui exception with no delta in mouse wheel event
fixed fov check to use trace offsets
fixed null bot goal issue with flagreturn goal,
fixed crash when tableRandom was called on an emptytable
fixed gm string tokenize binding
fixed AddUsePoint mapgoal binding
fixed ExecFile script function to support 'this' pass through
fixed mapgoal.getentity so it returns null if entity is invalid
fixed bot drawgoalroutes command
fixed some loops that weren't going through all team indexes
fixed crash when script exception contains printf formatted text
fixed bot.IsStuck only return true if bot is actively trying to move
fixed download support on initial map startup
fixed boost::thread crash for some linux distributions
fixed bug where event threads were not tracked and cleaned up properly
fixed disguise nav callback
fixed finish criteria and mapgoal auto completion checks to come before the call to update in script goal
fixed several memory leaks
fixed gm debugger to work again
fixed gm debugger to show file/line in thread startmessages
fixed ConfigGet function not setting a value of 0
fixed usage of teleport links
added script function SendTrigger to fire triggers from script
added bot.GetConstructableState
added bot.GetDestroyableState
added bot.GetExplosiveState
added bot.IsWaitingForMedic
added bot.HasAnyWeapon
added bot.SetRoles
added bot.ClearRoles
added mapgoal.roles so mapgoals can be set up to berestricted to certain roles
added mapgoal.DisableIfEntityFlag
added mapgoal.DeleteIfEntityFlag
added mapgoal.GetOwner accessor
added mapgoal.GetCenterBounds
added mapgoal.SetBaseGoalType
added mapgoal.RolePriorityBonus
added mapgoal.SetRoles
added mapgoal.ClearRoles
added scriptgoal.SkipGetPriorityWhenActive
added scriptgoal.LimitToRole
added scriptgoal.AutoFinishOnUnAvailable
added scriptgoal.GotoRandom
added scriptgoal.GotoRandomAsync
added scriptgoal.WatchForEntityCategory
added ability to create custom map goals
added ability to pass bot as 'this' to GetGoals
added import functionality for loading scripts
added better script goal error message in routeto
added GetEntityVisDistance callback in BotSensoryMemory,
added DrawGoals, DrawRoutes, DrawTriggers, DebugTriggers to omni-bot.cfg
added support for customizing how much ammo the botwill attempt to get when resupplying
added rolemask field to client class
added table argument support to mapgoal.LimitWeapon
added weaponhasammo finish criteria
added debug config options for logging specific logcategories(info, errors, warnings, critical)
added optimizations to goal query
added support for profiling data per scriptgoal type and mapgoal type
added regex grep for goalname expressions
added support for refreshing specific weapons from the weapon database
added script live update support, currently only for weapon scripts
added bool EntityIsValid script bound function
added rendering of waypoint properties
added opengl overlay with 2d and 3d support
added DebugBox interface function for drawing more optimized debug boxes
added GetEntityLocalAABB interface func
added console and log message when SetAvailableMapGoals passes invalid goal expression
added TRACE.VISIBLE and TRACE.GRATE to common lib
added this.Debug to internal debug drawing state, so it can be toggled via bot debugbot all statename 1
added schema library for data validation
added System.Time() script bound function
added CAT.MINE
added DrawEntityOBB script bound function for rendering real bounds rather than axis aligned bounds
added CheckEntityBoundsIntersect script bound function
changed System.Newline to be a variable rather thana function
removed usage of boost::format and replaced with printf style logging
removed trueaxis dependency from build, drops dll size significantly
updated to boost 1_40_0 libraries
implemented render interface so recast can render via opengl or game render interface
replaced parameter 2 of scriptgoal.Goto, GotoAsync,RouteTo with an optional table of parameters
minor optimization to WeaponSystem::GetWeapon
=== MODS ===
fixed interface functions GetCvar and SetCvar
fixed GetReinforceTime function
fixed fireteam events
fixed mover class identification
fixed bot pushing
fixed GetEntityClass() while bot is in limbo
fixed movement vector math in et interface
fixed client connect event to be called before clientuserinfochanged
fixed NQ mobile mg42 goal usage for allies and mobile mortar for axis
fixed axis grenades not being in cat projectile or class grenade
fixed crash when mods don't correctly report failedconnections
fixed GetEntityInSphere to only return usable corpse entities
added weapon classes
added weapons to CAT.PICKUP
added BUTTON.DROP
added weapon events for picked up / dropped
added print error on bot console commands if bot isn't loaded
added additional triggers for cappoints
added ET_OID_TRIGGER returns CLASS.GOAL from interface
added vistest for axis grenade
added command omnibotmenu
added et command /oidlist for reference with build goal traces
added support for NoQuarter private voice macros (fireteam voice chats)
added rendering of spawn point numbers on the command map ( omnibot mod only )
added omnibot_flags 16 for enabling g_shove for bots ( default off )
added omnibot_flags 32 for bots tripping mines thatthey can see ( default off )
disabled call to OmnibotRenderDebugLines if not a local server (et and rtcw)
altered ET min class check to make sure one of eachis added
implemented waypoint_goto in et
merged NQ updates and fixes to etbot interface
=== GOALS ===
moved most of the mapgoals to script
fixed mount goal so bots could actually dismount atexit
fixed useswitch goal to check for distance limits prior to recieving a priority
added goal_covertops for disguise and spot mines behavior
added a smoke bomb goal for covert ops
added cover spots for dynamite goals
added an airstrike goal for fieldops to call targeted airstrikes
added ability to create user defined plant and build goals
added weapon restriction ability to camp type goals
added paththrough goals for callartillery and airstrike
added a pickup items goal that makes the bots more responsive to packs / weapons laying around
added a range limit for health and ammo cabinets; default 1250
added a sample goal_demo that is heavily documentedfor tutorial purposes
added goal_zooming that auto increases max view forbots while scoped
added goal_watchforprojectile so bots avoid airstrikes and grenades
added kill / revive behavior to deliver supplies goal
added goal_resetxp and commands /bot resetxp /bot maxxp
added simple hunt goal to et for deathmatch maps ( autoadd = false )
added bots will look for and pickup weapons in goal_askforammo
added support for an AimPosition as an alternative to facing for improved reliability in switch goals
added goal_voicechat with completely customizeable response probabilities
added goal_rolemanager that keeps Map script defined role slots occupied
added goal_checkstuck
bots will sidestep if blocked by players
bots will attempt to jump out of stuckages
optionally log stuckage positions to the omnibot log
optionally have the bots /kill if stuck too long
replaced difficulty.gm with goal_difficulty
makes it easier for bots to have individual profiles
bots can now be set up to use random difficulty settings
difficulty settings have been completely reworked to be more realistic
added several more weapons to the adjustable weapontable
improved bots ability to path to mover related goals
improved escort goal to detect a movemode based on mover speed
improved supplyself goal
improved combat movement behaviors in goal_combatmovement
=== SCRIPT ===
moved bot name definitions out of et_autoexec and into et_botnames
fixed distance limit for weapon pickups in askforammo goal
fixed /bot balanceteams 0 not working after it was set to 1
fixed exitCondition and added timeout to goal_useswitch
fixed threadId for waypoint autosave. also kill original thread if active on repeated calls
fixed showOffset to require entity in /bot sgn true
fixed script error when trying to warp to an invalid wp name
fixed scripts unnecessarily creating a high number of threads
fixed several incorrect property settings in weaponscripts
fixed infinite loop bug in ChoosePrimaryWeapon
added waypoint property access to script
added timeout to switchtable of paththrough_useswitch
added several useful utility functions
added some bot controls via fireteam chat (camp, follow, release, etc)
added optional team param to ETUtil.SwitchWeapon
added optional teamId param to ShowActiveGoals for rendering only active goals by team
added a class management system
added /bot autosave as an alternative to mywpmode
added /bot draw_spawns for rendering of spawn points
added global debug flags for disabling debug messages in all scripts
added global MAP_TALK var for simple disabling of map script initiated bot chat spam
added LowAmmoGetAmmoAmount to weapon scripts to setamount of ammo bots should get at cabinets
added several re-usable region triggers (et_regiontriggers.gm)
disabled bots targeting player classes with knife,
disabled bots targeting player classes with airstrike cannisters
added Util.HasAmmoForWeapon(bot, wpnID)
exposed mapgoal.SetBounds to script
=== WAYPOINTS ===
separated waypoints based on level of completion
fully supported maps are the only ones in the nav folder now
incomplete navs are located in a separate folder and divided into categories based on completion
level
too many individual waypoints and scripts were improved to mention. well over 200maps were
improved and tested at various levels
=== TOOLS ===
updated version of Notepad++ with autocompletion info for omnibot (thx d00d!)
added popup menu with all kinds of useful shortcutsfor waypointers (thx MickyP!)
4 downloads
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Submitted
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one-way b3 - one-way_b3.pk3 and waypoints
By papywolf
Author: Qualmi
Date: 25.05.2010
Game: Wolfenstein - Enemy Territory
Homepage: http://qualmi.de.tl/
Description
An original map with a little bit of a different objective. What once started as a 1on1 map, can now be applied to
small servers with a maximum of 12 players.
Additionally there is an ETPro Mapscript supplied within this mapfile, making it possible to turn this map into a
deathmatch map.
Objective
An additional mapscript, turning this map into a deathmatch map, can be found in the readme folder of this .pk3. It
is called 'one_way_b3.script'.
Just copy it in your ET mapscripts directory and restart the server with the directory beeing set.
======
Limits
======
Unfortunately the ET Engine is very limited. Therefore the visual counter i originally planned soon hit that 32
remapshader limit.
You can see the seconds be remapped in the left corner below. The minutes are rotating above the coder.
Logically the counter works 100% accurate.
=======
History
=======
The map got inspired by a 1on1 i once played at Valhalla. Someone, cant remember the name today, introduced me into
that kind of gameplay, which he called, 'one way'. It was just that we meet constantly at a certain mainroad, to
avoid hiding and sneaking, so that the skill is reduced to aim and movement basically.
The first versions i released should have hit exactly that principle. But after coming back to mapping after a while
i had the feeling that it probably would be better to make it a little bigger. I tried to keep that one way principle,
but i fear it has become some kind of mixture now.
===================
Feedback/Bugreports
===================
Post feedback or bugreports at -> http://1vs1free1on1.de.tl <- forum section.
=======================================
Some Additional Information for Mappers
=======================================
Build Time: 2 hours.
Also i am 1 year old and am a computer genius. I learned mapping in just one day and the compile time took me 1ns.
With half a year i learned the C programming language, when i was half and a third i invented the wheel. When i was
half and two third i realized that there was already a wheel. What a shame.
The rest of the day i spam people with how fast i am. I mean, everybody knows that everything must be based on
velocity nowadays. So why shouldnt i spam you with my timing results 😆
because quality takes time ?
1 download
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Submitted