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  1. mp rocket et a1 - mp_rocket_et_a1.pk3 and waypoints

    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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  2. mp sillyctf - mp_sillyctf.pk3 and waypoints

    Description:

    (the readme file)

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Basic Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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)

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Map Information
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Textures
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Standard Rtcw textures

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Special thanks to
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Clan Enigma for play testing (#enigma? on quakenet)

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    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.

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    1 download

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  3. mp whiskey - mp_whiskey.pk3 and waypoints

    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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  4. msm_final.pk3 and waypoints ( le mont st Michel final)

    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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  5. mt_whoverest b4 6 - mt_whoverest_b4_6.pk3 and waypoints

    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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  6. mummies lab beta2 - mummies_lab_beta2.pk3 and waypoints

    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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  7. n2D PureFrag21 - n2D_PureFrag21.pk3 and waypoints

    thanks to By UgC'Pinn  for providing the waypoints for this map .

    4 downloads

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  8. n2D PureFrag21 - n2D_PureFrag21.pk3 and waypoints

    thanks to By UgC'Pinn  for providing the waypoints for this map .

    0 downloads

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  9. negoshk b2 - negoshk_b2.pk3 and waypoints

    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)

    --------------------------------------------------------------------------------
    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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  10. nfl b2 - nfl_b2.pk3 and waypoints

    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."

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  11. night fight 2 - night_fight_2.pk3 and waypoints

    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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  12. nightcrawlers - nightcrawlers.pk3 and waypoints

    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

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  13. NOD_Temple v11 and waypoints

    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."

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  14. nomercy - nomercy.pk3 and waypoints

    ==================================================================
    == 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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  15. 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.

    8 downloads

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  16. norwegian batteryft1 - norwegian_batteryft1.pk3 and waypoints

    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 reviews)

    0 comments

    Updated

  17. 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

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  18. nQ Chartow Beta2 - nQ_Chartow_Beta2.pk3 and waypoints

    No information on the map

    0 downloads

       (0 reviews)

    0 comments

    Submitted

  19. NZArena 3 - NZArena_3.pk3 and waypoints

    no information on this map

    1 download

       (0 reviews)

    0 comments

    Submitted

  20. Oasi + waypoints

    //===================================================================================================>>>
    // 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

       (1 review)

    0 comments

    Updated

  21. obersalzberg - obersalzberg.pk3 and waypoints

    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.

    1 download

       (0 reviews)

    0 comments

    Submitted

  22. odenthal b2 - odenthal_b2.pk3 and waypoints

    === 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 reviews)

    0 comments

    Submitted

  23. odenthal b2 - odenthal_b2.pk3 and waypoints

    === 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 reviews)

    0 comments

    Submitted

  24. 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!)

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  25. one-way b3 - one-way_b3.pk3 and waypoints

    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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