-
Posts
393 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Blogs
Downloads
Everything posted by papywolf
-
Version 1.0.0
7 downloads
// ====================================================================== // 'Supply Depot, by ginc' // March 2024 // Cedric 'kemon' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Supply Depot map from ET created by ginc. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. -----Changelog----- v14: • Removed tall grass foliage model. Thank you kajto3 and others for reporting. • Renamed optional tunnel blockade description in script. Thank you c0rnn for reporting. • Removed 500ms wait delay after truck reached its final position to prevent the win incorrectly being awarded to Axis. Thank you Plain for reporting. • Fixed missing collision at outer wall towards mountain near CP. Thank you Terifire and Plain for reporting. • Slightly reduced sun intensity. Thank you lemr for reporting. • Expanded the tunnel system in the first stage as an optional mapscript setting. v13: • Reverted entire terrain back to original collision. Thank you ET: Legacy competitive for reporting. • Significantly changed overall look. Thank you Aciz for feedback. • Changed road design for a clearer separation between grass and road to simplify planting of landmines. Thank you ET: Legacy competitive for reporting. • Moved gold crate in truck further back to prevent hiding. Thank you u!ps for reporting. • Lowered optional windows in small bunkers to match guardhouse crouching. Thank you u!ps for reporting. • Added optional ladders to small bunkers. Thank you u!ps for reporting. • Improved and smoothened out collision around the map. Thank you Aciz for reporting. v12: • Fixed forward spawn flag occasionally leaking through the ground into the room below. Thank you Aciz for suggesting the fix for Warbell. • Included truck script by hazz to shorten the delay on truck movement. Check the script for 'globalaccum 4' for more info. Thank you hazz for creating the script. • Fixed landmines not plantable near cave exits. It's now closer to the original Supply Depot by ginc. Thank you mayan for reporting. • Added mapscript option to open the two bunkers in the first valley. Closed off by default. • Adjusted floodlight settings and reworked light sources for a more atmospheric lighting. Thank you Aciz for reporting. v11: * Fixed Truck trigger not being aligned correctly leading to unresponsive movement. Thank you ryzyk and bystry for reporting. v10: • Removed duplicated brushes on the inner wall of the west depot tower. • Improved texture alignment across differently angled walls. Thank you Aciz for suggesting the NetRadiant feature. • Prevented landmines being placed in Depot Wall breaches. Thank you ryzyk for reporting. • Fixed unnatural shadows underneath rocks. Thank you Kimi for reporting. v9: • Lowered central mountain to enable riflenade shots again. Thank you detdet for reporting and testing. v8: • Fixed caulk leak in terrain. Thank you Dmxj for reporting. v7: • Removed glitchy rock at cave exit near depot gates. Thank you Kimi for reporting. • Fixed flying vent at forward gate in first stage. • Fixed sun being in wrong position on 2.60b clients by adding dummy `q3map_sun` shader. Thank you Aciz for reporting. • Increased `-bounce` from 3 to 6. Thank you Aciz for suggesting. • Adjusted height of central mountain to reenable riflenade shots. Thank you ET: Legacy competitive community for reporting. • Removed versioning from pk3 contents. Thank you bystry and Aciz for suggesting. • Adjusted lighting settings for improved performance. Thank you Aciz for suggesting. v6: • Adjusted terrain near Depot Gates tunnel exit to allow a riflenade trickshot again. Thank you zenixje for reporting. • Merged terrain brushes directly in front of Depot Gates to allow for 'edge sliding' again. Thank you WuT for reporting. • Reduced height of middle mountain to allow various riflenade shots again. Thank you detdet, keithms and iQA for reporting. v5: • Fixed crane_sound (constructed controls) playing in second round after /map_restart. • Added unique ids for spawn slots to prepare this feature. • Changed and restructured assets to increase shared content across all overhauls. v4: • Re-added 'Truck is in position' line as announcement. (Thank you SAP for reporting) • Added satchel exploit fix for crane controls. (Thank you jobhh for reporting) • Add optional spawn cabinets. (Thank you Dmxj for requesting) • Fixed speaker pointing to incorrect sound file. v3: • Substantial performance improvements by reducing drawn surfaces with adjusted light settings. (Thank you hatcher for comprehensive support) • Provided option to toggle truck invulnerable or not through mapscript (invulnerable by default). (Thank you ETc.Jay for reporting and absolutely huge thanks to Ensiform for finding the perfect way to do this) • Fixed gold crate support blocks visible through walls. • Fixed setstate errors in console after dynamiting 1st main gate. (Thank you WuTangH for reporting) • Fixed CP sound playing in second round after /map_restart. (Thank you WuTangH for reporting) • Fixed surfaceparm grasssteps to add missing sounds when walking on grass. (Thank you WuTangH and Aciz for reporting) • Adjusted clip brush at forward bunker teamdoor/gate to prevent getting stuck on the edge. • Crate controls not showing satchel icon for Axis. (Thank you WuTangH for reporting) • Fixed visible seams in terrain textures. • Increased amount of spawn slots from 20vs20 to 32vs32. (Thank you Dmxj for reporting) • Fixed skyportal incorectly having sky shader instead of mountain. • Fixed flying rock next to east depot wall. • Reduced weird shadows from the ceiling lampshades. (Thank you Aciz for reporting.) v2: • Changed floodlight colour to uniform white • Fixed vanilla ET compatibility • Fixed various trickjumps • Cleaned collision for easier player movement • Fixed mirrored textures in vanilla ET • Changed crane control construction indicators for clearer visibility • Improved lighting and general visibility • Fixed issue where planting landmines was possible everywhere v1 (to original): • Added targetname and scriptname to nearly all in-game entities to enable server admins to build custom scripts if desired. • Extended map skywards to allow for free shoutcaster/spectator movement. • Implemented windows into the forward bunker roof to allow shoutcasters and spectators to maintain an overview at all times. • Comprehensive rework of structural mesh to improve on VIS. • Removed player collision from noticeboards, picture frames, lying doors etc. • Enlarged some door and window frames for more consistent use of dimensions across the map. • Colour-coded stairwells in forward bunker. • Fixed clip position of destroyed allied cp model. • Removed collision from crane rope. • Dispersed spawn points to declutter mass spawn events. • Adjusted terrain around some rocks to prevent leaks at the border. • Added team specific CP sounds • Re-added previously removed radio speakers • Increased player count to 20v20 • Added external antenna as visual indicator for CP status • Changed depot alarm to only sound for a specific time (15 seconds) instead of linked to the truck position. // AXIS Primary Objective: Retrieve the documents. Capture the forward bunker. Destroy the main entrance. Destroy the side wall. Don't let them construct the guardtower. Prevent the Allies from establishing a Command Post. Set up a Command Post. // ALLIED Primary Objective: Defend the documents until reinforcements arrive. Capture the forward bunker. Do not let the Axis destroy the main entrance. Defend the side wall. Construct the guardtower. Establish a forward Command Post. Prevent the Axis from fortifying their position with a Command Post. -
-
Version 1.0.0
14 downloads
******** Information on Erdenberg Greater Access ******** Authors: Pinn Release dates: V1: 15/12/2023 V2: 24/12/2023 V3: 08/01/2023 V4: 15/01/2023 maybe Email: etmapping@pinickitty.co.uk ******** Map information ******** "The axis are holding a small town of Erdenberg as one of their headquarters. With the power of two Flak88 cannons they are shooting down the Allies supply planes. The Allies are now sending a special crew to disable the enemy cannons and take over the town in order to continue their battle." Objective: >Flag > Main Gate > Flak88 cannons East and West > Command Post > Axis West Flak Spawn Flag and Constructible Door > Health and Ammo Cabinets West Flak Allies are attacking. ******** Tools used ******** GTKRadiant 1.5 NetRadiant Custom Topaz Gigapixels image upscaler Notepad ++ GIMP WinRAR ******** Textures used models ******** Majority of textures are from t2 but were upscaled manually by 2x using Topaz. Some new textures added from open source texture packs or in the case of the doors from praetoria M1. I just loved the look with only a slight colour change. Models and some textures were also obtained from the Teuthing mapping source pack. ******** Changes from T2 included changes in both V1 and V2 of greater access ******** Sky changed to horizon sky and was downgraded to a smaller size in V2 using Topaz. Took approx 10mb off the compressed pk3 file size in V2. removed entity func_leaky made triggers for both guns smaller to prevent trick plants. new area defined with a decal. created a new area on level 1 of the buildings surrounding East Flak including new ladders and a staircase. most existing doors made accessible mainly to axis/cvops replaced fence near west flak with brush models. All windows made explodable. Near route between Axis second spawn and main gate added. spawn point added in new route small area behind new route added explodable/constructible added to new route ammo health added to room below axis new spawn door added on new route. bunker on west flak made a fully functioning room added small ledge under top windows overlooking westflak added mg42 in bunker near allied first spawn added mushrooms added flag above main gate added a room and door under the new staircase near eastflak redesigned outside and inside of garage to make it higher and larger with a new functioning door added outside of garage now matches inside. added brush model as wooden explodable near west flak hole in wall ******** Changes made in V3 of greater access ******** added new route from garage to first floor east flak moved mg42 on allied spawn to face gate added some more mushrooms and other general furniture aand objects added the roof brushes to buildings around east and west flak. just because I could then raise the clip ceiling allowing for possible TJ onto broken roof fixed some object positioning made garage door back everyone access small texture alignment and scaling changes added small ledges to outside of windows overlooking west flak added a small room and door directly under the east flak. ******** Changes made in V4 of greater access ******** made garage door back to axis/cvops fixed the jump from highest window to broken roof. fixed script for axis west spawn flag a few door fixes including a new door texture with axis logo added flak voice overs (cheeps UIPS and DKill) fixed windows in westflak bunker. no longer explodable but now block bullets...phew added some new axis and neutral door textures (wooden hill400 and blue door from praetoria) with the help from UIPS. fixed allied spawn flag allowing axis access to forward bunker from spec ******** Changes made in V5 of greater access ******** doorway activated above axis final spawn and made axis/cvops to prevent allies surrounding east flak stairway added to axis final spawn to make it easier for axis to cover east flak added to rope ladders to the broken house so that both sides can access the only playable roof and not just from TJ from highest window in attic added a security camera just for a bit of fun ******** Thanks to ******** All this that tested some of the early ideas like Cranog and John Doe and huge thanks to eG Aimex for first putting it on the server as V1 and also for nominating the map for MOTY. 2nd is great but really felt Beach and Braundorf should have won in 2023 but maybe Grotli is a worthy winner as the only original map in the nominations. Also a big thanks to all those on TM Muppet ETL server who also provided lots of feedback on both V2 and V3. Too many to mention of course but UIPS has been really outstanding in checking things and making sure every little bug is fixed. Also a big thanks to UIPS and DKill for providing the flak destroyed/dyn voice over files and also TM for who ever fixed the general vo scripts. I was lazy yes and just used the t2 version adjusted. And must mention Kemon and Matteos for all the help and guidance along the way along with all the other ET Mapping discord members who answered my many questions. Great to be able to test on both nitmod and ETL ******** Original Information from T2 ******** Authors: sani (Mapping & Creation) Hukk (Plans & Layout) Hemuli (Consultant?!) Release dates: B1: 5/8/2010 B2: 27/11/2010 B3: 1/11/2011 Email: sani@fubr-gaming.com IRC: #w0bble @ Quakenet -
Version 1.0.0
5 downloads
Download pk3 name: the_station_final.pk3 Map name: the_station.bsp Author(s): Magic Also attached: _the_station_textures.pk3 Its "Capture The Flag" - but its small and short spawn time - and you can't deliver the objective if the enemy got yours, and you can't secure your own flag if you got the enemy flag. This map could also fit well for 2vs2. A real hardcore head to head CTF map! -
Version 1.0.0
21 downloads
works correctly with Enemy Territory // ====================================================================== // 'Braundorf, by Brevik' // November 2023 // Cedric 'kemon' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Braundorf map from ET created by Brevik. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. // AXIS Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District. Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle. Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls. Secondary Objective: Prevent the Allies from capturing the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times. Secondary Objective: Build and defend the Rear Entrance to the bunker. // ALLIES Primary Objective: Destroy the City Gate and permanently capture the Factory District. Primary Objective: Destroy the Bunker Controls to win the battle. Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls. Primary Objective: Capture the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times and a new spawn point. Secondary Objective: Destroy the Rear Entrance to the bunker. -
Version 1.0.0
11 downloads
waypoint files to use with omnibot 0.9 Prisoner of War - Finalversion 1.0 POW for Enemy Territory presented by asw 5.03.2004 ------------------------------------------------------------------ December 1942 The german Wehrmacht (Army) have an allied Aircraft shoot down.Inside this aircraft where an agent with an Microfilm.The German Wehrmacht (Army) have catch the agent and before they interrogate him, he hide the Mircofilm at the camp ------------------------------------------------------------------ // Allied Objective Descriptions - Serach for the Mircofilm and take it back - Construct the Wood Bridge - Construct the Steelbrigde - Construct the comandpost at the Tunnelbunker - Destroy the Main Entrance - Destroy the Camp Entrances ( there are 4) - Destroy the secreat Entrance - Capture the Spawn Flag of the Tunnelbunker - Escape with the Mircoflim to the broken Gun // Axis Objective Descriptions - Stop the Allies from seaching for the Microfilm - Stop the Allies from escaping with the microfilm to the broken gun - Prevent the Allies from constructing the Steel-Brigde - Prevent the Allies from constructing the Wood-Brigde - Defend the Main Entrance - Defend the camp Entrances ( 4 times) - Defend the secret Entraance - Capture the Spawn Flag at the Tunnelbunker - Stop the Allies from constructing a Command Post at the Tunnelbunker - Construct the watchtowers and repair the broken street at the mine-field - Prevent the Allies from establishing a Wood Bridge ------------------------------------------------------------------ - die rundenzeit ist auf 30 minuten eingestellt.The Time for each Round is 30 minutes ------------------------------------------------------------------ - Scripting by asw and spezil thx to Ron-007 for his help - Mapping: SD ET Radiant 1.3.8 + 1.4.0 - EasyGen - Mappingtime: 10.Aug. 2003 - 5.March 2004 - Brushes: 12.436 - Entities: 2278 - Compiletime Q3map2: 4 h - Parameter: bsp-meta, vis, light-fast, samples2, filter, bounce 4 ------------------------------------------------------------------ thx @ll tester and @ll member to level-designer / www.level-designer.de and @ll member to [EGN]Clan / www.egnclan.de for testing the beta-maps ------------------------------------------------------------------ spezial thx to @Ron-007 !!!! ------------------------------------------------------------------ -
Version 1.0.0
11 downloads
Download pk3 name: Holy_Grail.pk3 Map name: Holy_Grail.bsp An Axis archeology team has according to Allied intelligence found the Grail in a hidden temple in Venezuela, as the Axis wait on proper transport for the Grail, the Allied has send a squad to steal the Grail! // Axis Objective Descriptions 1 "Primary: Stop the Allies from breaching the Walls with dynamite." 2 "Primary: Stop the Allies from stealing the treasure gold box." 3 "Primary: Stop the Allies from securing the treasure in the truck." 4 "Primary: Build a command post, and do not allow the allies to do the same." Allied Objective Descriptions 1 "Primary: Breach the Walls with dynamite." 2 "Primary: Steal the treasure gold box witch containes the Holy Grail." 3 "Primary: Secure the treasure in the truck." 4 "Primary: Build a command post, and do not allow the axis to do the same." -
-
Version 1.0.0
10 downloads
PLEASE NOTE THIS MAP DOES NOT WORK ON TERRITORY ENEMY JUST WORKS ON ETLEGACY. // ====================================================================== // 'Braundorf, by Brevik' // November 2023 // Cedric 'kemon' Easton // http://www.etlegacy.com // http://www.github.com/realkemon // ====================================================================== This map is an overhaul of the original Braundorf map from ET created by Brevik. As part of the ET: Legacy asset creation effort certain maps are being overhauled. Those maps have been selected for their stable gameplay, even in a competitive environment. // AXIS Primary Objective: Prevent the Allies from blowing the City Gate and permanently capturing the Factory District. Primary Objective: Prevent the Allies from destroying the Bunker Controls and winning the battle. Secondary Objective: Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls. Secondary Objective: Prevent the Allies from capturing the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times. Secondary Objective: Build and defend the Rear Entrance to the bunker. // ALLIES Primary Objective: Destroy the City Gate and permanently capture the Factory District. Primary Objective: Destroy the Bunker Controls to win the battle. Primary Objective: Destroy the Castle Gate to gain another route to the Bunker Controls. Primary Objective: Capture the Factory District spawn point. Secondary Objective: Build the Command Post for faster charge times and a new spawn point. Secondary Objective: Destroy the Rear Entrance to the bunker. etl_braundorf-waypoints-0.87.rar -
Version 1.0.0
8 downloads
new waypoint files to use with omnibot 0.9 HO CHI MINH TRAIL created by Thunder ****THIS IS AN ETNAM MOD MAP********** bsp name:ho_chi_minh_trail longname in server list: ho_chi_minh_trail story: Allies attempt to get a truck thru the trail with supplies, Charlie wil do anything to stop them map made in gtk radiant 1.6.4 compiled in gtk 1.6.4 64bit credits to: SD- for their prefabs ripped from original maps 2bit- for tutorial and prefabs all other who have prefabs in this map that I cant remember 😄 kic-for his trees (wonderful job kic) And special credits goes to: AcQu Mateos Axis Objective Descriptions 1 "Primary Objective:**prevent the truck from getting thru" 2 "primary Objective:**Prevent the Allies from building bridge1 or destroy if built" 3 "primary Objective:**Prevent the Allies from building bridge2 or destroy if built" 4 "primary Objective:**Prevent the Allies from building bridge3 or destroy if built" 5 "Secondary Objective:**Establish a Command Post." 6 "secondary objective:**destroy enemy cp" 7 "secondary objective:**build barricade1 " 8 "secondary objective:**build barricade2 " Allied Objective Descriptions 1 "Primary Objective:**Get the truck thru the path and into base" 2 "primary Objective:**build bridge 1." 3 "primary Objective:**build bridge 2." 4 "primary Objective:**build bridge 3." 5 "destroy the enemy comandpost" 6 "Secondary Objective:**Establish a Command Post." 7 "secondary objective:**make sure to destroy barricade1 if built" 8 "secondary objective:**make sure to destroy barricade2 if built" -
Version 1.0.0
6 downloads
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!) -
Version 1.0.0
20 downloads
// ====================================================================== // 'Beach Invasion, by Nerve Software' // July 2023 // suber // http://www.etlegacy.com ====================================================================== This map is a new conversion of the original RtCW map, mp_beach. It uses a modified version of the script created for et_beach and features the same objectives and basic gameplay. The main focus has been on improving the quality of the map with many fixes, the restoration of original assets, plus new decorations and visual improvements. A small number of changes have also been made to help improve the balance of the map. -----Changelog----- v2 • Added a timer to permanent spawn option for Allies in Forward Bunker (can be disabled via mapscript, enabled by default) • Added an option to spawn each of the MG42s (can be disabled via mapscript, enabled by default) • Relocated rock by Sea Wall to fix exploit • Fixed "SV_SetBrushModel: NULL" error • Restored original terrain geometry near roof of Forward Bunker • New terrain texturing with improved dotproduct2 blending • Reduced size of radio objective trigger box • Modified terrain by South Bunker to allow Allies to bypass ladder via hillside • New rock terrain texture and matching rock model texture • Added new Allied Supply Bunker spawn, enabled by building CP (can be disabled via mapscript, enabled by default) • Modified Axis Barracks spawn, enabled by building CP (Can be disabled via mapscript, enabled by deault) • Rearranged Axis Main Bunker spawnpoint layout • Fixed misnumbered Axis spawnpoint ID • Renumbered various spawnpoint IDs • Rearranged order of "team_WOLF_objective" entities to assign spawn location numbers sequentially (1 to 6) • New spawnpoint layout reference images • New sky shader with a moon and world lighting improvements • Reworked interior and exterior lighting • Added new searchlights and AA guns • Added new grass foliage • Added more rocks and bushes • Added more props and decorations in various rooms within the bunkers • Fixed texturing of barbed wire on Sea Wall • Added supports to barbed wire on Sea Wall • Added the correct footstep sounds for grass and sand v1 (to original et_beach): • Added new command map • Improved Sea Wall door icon • Added ammo and health cabinet map icons • Added missing ammo cabinet icon • Improved lighting of command post • Improved lighting in trench dugout • Added new wall light on upper south level of the bunker • Fixed issue with players being killed by clipping the command post while constructing • Fixed Allied objective status for capturing Forward Bunker • Added all objectives to limbo menu • Spelling and grammar corrections • Fixed all objective limbo cameras • Added missing mortar sound effects • Added new VO announcements • Removed duplicate UI pop-up announcements • Altered bot .gm file to match new UI pop-up announcements • New sky • Restored original terrain textures • Restored original sea textures and animation • Added rocks and vegetation • Fixed missing radar dish • Added Pak 40 gun emplacements • Added many additional props throughout the map • Minor adjustments to trench geometry and texture alignment • New trench wood texture • Minor adjustments to trench dugout geometry • Fixed Allied side spawn • Increased number of spawn points • Adjusted spawn point locations • Removed upper level MG42 to improve team balancing • Minor adjustments to forward bunker terrain geometry • Expanded interior space of forward bunker • Added a ladder and hatch to the forward bunker (can be disabled via mapscript, enabled by default) • Added a separate spawn location for Axis in barracks (can be disabled via mapscript, enabled by default) • Added a permanent spawn option for Allies in Forward Bunker (can be enabled via mapscript, disabled by default) • Fixed triggering of alarm sound • Fixed various texture alignment issues • Made wall boards, light switches and light mounts non-solid to prevent obstruction of player movement • Fixed invisible back sides of lights mounted on antenna • Added metal shutters to windows in the main bunker (can be enabled via mapscript, disabled by default) -----Credits----- - Original script: SEKoner - Searchlight model: FireFly - Stained paper textures: Majcher Arcana, https://majcher.itch.io/tea-stained-paper-textures - Technical drawings: https://drawingdatabase.com/ - Thanks to kemon for the inspiration, guidance and feedback - Thanks to Mateos for improving the bot waypoints - Thanks to uips for feedback, suggestions and assisting with the scripting - Thanks to c0rnn for feedback and suggestions ETL Discord https://discord.gg/UBAZFys -----Distribution----- All included files may be freely shared and modified. All original files remain property of Nerve Software LLC and SplashDamage Ltd. Copyright © 2002 Nerve Software LLC, © 2003 SplashDamage Ltd. and © Activision Publishing inc. All rights reserved. -
Version 1.0.0
7 downloads
================================================== ===== Mapname : Grotli BSPname : grotli_b2 Released: 29.04.2023 Version : Beta 2 ================================================== ===== Objectives: Allied Primary Objectives: 1] Destroy the main gate. 2] Destroy the tank gate. 3] Escort the tank to the gold vault. 4] Destroy the tank barrier. 5] Destroy the vault door. 6] Grab the gold and bring it to the Allied base. Secondary Objectives: 7] Once inside the Grotli tunnel, capture the forward spawn point. 8] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel. Axis: Axis: Primary Objectives: 1] Protect the main gate. 2] Protect the tank gate. 3] Don't let the tank go to the Axis base. 4] Don't let the Allies destroy the tank barrier. 5] Don't let the Allies destroy the vault door. 6] Protect the gold. Secondary Objectives: 7] Don't let them use the forward spawn point inside the Grotli tunnel. 8] Set up a command post inside the Grotli tunnel. ================================================== ===== Updates in Beta 2: - If the vault door is destroyed and rebuilt, allies can also use the satchel. - After the main gate there is a secret route to the flag. - Allies base little bigger. - Axis can go behind the gate at the Allies base. - Allies has a own vault to bring the gold to. - Moved spawnpoints more to the back. - Edited the green doors. - Planes flying over. - Can go a little more over the hill in part B of the map. - Tunnel connected in part B of the map. - Allies cvops can use the door in the tunnel part B. - Hidding place near door in part A, for allies to sneak in. - Added some hot meals, medpacks and mp40 to pickup. - Tank control waypoint fixed. - Added some trucks with headlights on. - Fixed window vieuw in secret room. - Doors to barrier bit moved to outside. - Added camera screen near the door to the barrier. - Trap added. - Tank starts behind a gate to give Axis more chance to build the barrier. - And some more... ================================================== ===== -
Version 1.0.0
8 downloads
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 -
Version 1.0.0
4 downloads
// Mapname : Grotli // BSPname : grotli_b1 // Released: 14.04.2023 // Version : Beta 1 // // Map made by: o-0._.0-o // // Website: www.bunker4fun.com //===================================================================================================>>> Story: The Allies must blast their way through the Grotli tunnel and bring the gold back home. ======================================================= Objectives: Allied: Primary Objectives: 1] Destroy the main gate. 2] Escort the tank to the gold vault. 3] Destroy the tank barrier. 4] Destroy the vault door. 5] Grab the gold and bring it to the Allied base. Secondary Objectives: 6] Once inside the Grotli tunnel, capture the forward spawn point. 7] Prevent the Axis from fortifying their position with a command post inside the Grotli tunnel. Axis: Primary Objectives: 1] Protect the main gate. 2] Don't let the tank go to the Axis base. 3] Don't let the Allies destroy the tank barrier. 4] Don't let the Allies destroy the vault door. 5] Protect the gold. Secondary Objectives: 6] Don't let them use the forward spawn point inside the Grotli tunnel. 7] Set up a command post inside the Grotli tunnel. ======================================================= -
Version 1.0.0
9 downloads
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. -
Version 1.0.0
3 downloads
UJE Baserace Sniper (Beta 2, Sniper) Description Allied: "Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!" Axis: "Its a race, to build your base! Steal and secure construction materials from your enemy's base to build your own!" Neutral: "Check out the Online Baserace Guide at http://www.planetwolfenstein.com/battlefield" Objectives Allied objectives 6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost" 7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons" 5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches." 4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability." 3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert." 2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry." 1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors." Axis objectives 6 "Synergy Hint: Level 4 Engineering + Level 2 Spawn = Outpost" 7 "Synergy Hint: Level 1 Tactical + Level 2 Armory = Covert Weapons" 5 "Baserace Hint: Avoid Rocketgun fire by traveling in the trenches." 4 "Baserace Hint: The Ruined Tower can be scaled with the Wall Jump ability." 3 "Baserace Hint: Jump on box tops to avoid triggering the enemy's underbase alert." 2 "Baserace Hint: Plant all your teams landmines before activating the landmine sentry." 1 "Baserace Hint: Disguised Covert-Ops can open the enemy's Supply Chests as well as Teamdoors." -
Version 1.0.0
7 downloads
MP_CHECKPOINT - Axis Rail Checkpoint ==================================== Major Quality of Life improvements of mp_checkpoint from Return to Castle Wolfenstein for ET Game Types Supported: MP, SW Suggested Players: 4-8 per team Default Round time: 10 minutes Overview: Allied forces are attempting to determine the location of a weapons train carrying V2 rockets by stealing a logbook from an Axis rail checkpoint. Allied Objectives: 1 - Steal the Logbook containing details of the weapons trains wherabouts from the Checkpoint Office. 2 - Get to the Radio Room and transmit the Logbook information to HQ. 3 - Destroy the Damaged Wall to capture the South Annex. 4 - Breach the Maintenance Access Door to create a route through the main checkpoint buildings to the Office. Axis Objectives: 1 - Prevent the Allies from stealing the Logbook from the Checkpoint Office. 2 - Stop the Allies before they transmit the Logbook information. 3 - Defend the Damaged Wall of the South Annex. 4 - Stop the Allies from breaching the Maintenance Access Door. Installation ============ Extract mp_checkpoint.pk3 to in your etmain folder. Other Information ================= Author: Andrew Palmer (than) Email: andyp_123[AT]vodafone[DOT]net Website: than.spawnpoint.org Release: 15/05/2005 Build Time: Ages Compile Time: 2 hours or so Build Machine: My work pc (2.2ghz, 512mb) New Textures: A few minor things. The loading screen and objective pics had a lot of work put into them. Brushes: Lots Bugs: The Allied forward spawn points don't work in RTCW versions prior to 1.32. Source included: Yes, look in the \maps directory in the .pk3 - maybe you could fix the bugs for me ...or convert level to work with ET. -
Version 1.0.0
7 downloads
____________________________ ==; MP - Beach Invasion ;== --------------------------------------------- -------------------------- Basic information -------------------------- Author: Nerve Release date: 2004-02-10 Filename: mp_beach.pk3 Program: GTK-Radiant -------------------------- Map information -------------------------- Game: Return to Castle Wolfenstein - Enemy Territory Original Map and Design by Nerve Long name: MP - Beach Invasion Short name: mp_beach Map time: 20 minutes -------------------------- Installation -------------------------- Place the et_beach.pk3 in your *instaldiretmain folder, select it from the multiplayer->create server menu or bring down the console and type: map mp_beach. The in zip file included et_beach_bobota1.pk3 is only needed 4 BoBot Alpha 1 Support Map Description It is like the legendary original Map from RTCW , the objectives and design has not changed. Allied forces are attempting to steal top secret war documents from an Axis beach installation and transmit it to her base. Map Objectives Allied objectives: *Destroy the Sea Wall *Steal the War Documents *Transmit the War Documents Optional: *Capture the Forward Bunker *Destroy the Side Entrance *Construct a Command Post Axis objectives: Defend the Sea Wall *Defend the War Documents *Stop the Allies from Transmitting Optional: *Hold the Forward Bunker *Defend the Side Entrance *Construct a Command Post -------------------------- Changes since 1.0 -------------------------- - Mapname changed 2 et_beach - Beach texture changed - Terrain failure fixed - Missing doc-board texture added - Light-Bug fixed - BoBot Alpha1 support added (et_beach_bobota1.pk3) - 9-Map Campaign file removed -------------------------- Special thanks -------------------------- Thanks to Gray Matters for their Beach Invasion map in Return to Castle Wolfenstein. (The original Map can be tested in the MP-Demo!) Thanks to SplashDamage for their mapping documentation and their support in the forum. (Disable the "complain after friendly mine" in the next patch pleeeeeaase) Thanks to ID Software for their engine and their support in community. -------------------------- Distribution -------------------------- Copyright 2002 Nerve, 2003 SplashDamage and Activision. All rights reserved! You may electronically distribute this file freely as long as this readme file is included and that no fee is payed by the reciever. -
Version 1.0.0
6 downloads
Fix texture issues with other maps Description: Spawntimes: 20 Allies / 30 Axis Changes from mp_tram to Tram2: Map is cut in half (2nd stage only) Documents are now at the old transmitter Transmitter is outside South-West of the Castle Flag spawn at the Tram Tower for Allies Lower Basement Door now grants the Allies a permanent spawn at the Northern Hut New spiral staircase added to the Castle as a safe way to reach the transmitter outside 2023-02-24 This map is a reimagining of mp_tram for Return to Castle Wolfesntein converted into a stopwatch map all the credit goes to the original map makers find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799 Axis Objective Descriptions 1 "Secondary Objective:**Defend the Castle Lower Door." 2 "Primary Objective:**Prevent the Allies from retrieving the Agent One Documents." 3 "Primary Objective:**Stop the Allies before they use the Radio Transmitter." 4 "Secondary Objective:**Stop the Allies from capturing the Tram Tower Flag." Allied Objective Descriptions 1 "Secondary Objective:**Break into the Castle Lower Door." 2 "Primary Objective:**Retrieve the Agent One Documents." 3 "Primary Objective:**Send message from the Radio Transmitter." 4 "Secondary Objective:**Capture the Tram Tower Flag" -
Version 1.0.0
6 downloads
2023-03-11 Description: Major Quality of Life improvements of mp_rocket from Return to Castle Wolfenstein for ET Spawntimes: 20 Allies / 30 Axis Timelimit: 10:30 Changes from mp_rocket to Rocket2: Added: Ladder from First Cave Flag to catwalk Added: New Lower Train Room Stairway that connects to the new hallway up above Added: New hallway that connects the Store Room to the West Stairwell area and the new Lower Train Room Stairway Added: Closable metal window at Override Key room Change: Wider Axis upper spawn Change: Rocket Bay balcony ladder is now climbable Change: Higher support beam locations at Override Key area Change: Emergency Rocket Bay Door is now an Axis team door (it can still be destroyed with a dynamite) Change: The ladders at the Lower Train Room are now Elevators Change: Capping the objective will now trigger a 30 seconds countdown that can be Aborted/Started with the press of a button (same thing as mp_password2 but it requires a key) Removed: Tunnel Cave-in secondary objective Removed: The annoying train that circles around the map lower Removed: Loud announcers find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799 Allied Objective Descriptions 1 "Primary Objective:**Steal the Rocket Launch Override Key." 2 "Primary Objective:**Get to the Override Console and use the Key." 3 "Secondary Objective:**Destroy the Rocket Bay Emergency Exit." 4 "Secondary Objective:**Destroy the Upper Rocket Bay Door" 5 "Secondary Objective:**Capture the Frist Cave Flag." Axis Objective Descriptions 1 "Primary Objective:**Prevent Allies from stealing the Override key." 2 "Primary Objective:**Stop the Allies from using the Override console." 3 "Secondary Objective:**Defend the Rocket Bay Emergency Exit." 4 "Secondary Objective:**Defend the Upper Rocket Bay Door." 5 "Secondary Objective:**Defend the First Cave Flag." -
Version 1.0.0
16 downloads
2023-03-08 Description: Reimagining of mp_sub from Return to Castle Wolfenstein for ET Spawntimes: 20 Allies / 30 Axis Timelimit: 10 Minutes Changes from mp_sub to Sub2: Change: Main Door is destroyed at the start of the map Change: The Axis Submarine now requires two dynamites to be planted in order for the allies to win Added: Path from Central Access Room (Above Flag) to the Axis Workshop Added: Two new rooms inside the axis spawn Office and Workshop that has a team door that can be destroyed by a satchel and rebuilt by the axis Added: Dropdown from axis spawn to filtration Added: Filtration Hallway that leads to the back of the Axis Submarine Added: Spiral stairs at the back of the submarine pen that connects the first, second floor and the crane balcony Added: The room overlooking the submarine from RTCW's singleplayer (third floor) 2023-03-10 _b2 fixes: removed some models and entities reduced lightmapsize to fit the default com_hunkmegs 56 limitation. Changed the map coordinates for omnibot special thanks to [UJE]Niek for the omnibot waypoints find a bug? or have a suggestion regarding the map? contact me on discord @ John_Mullins#8799 -
Version 1.0.0
2 downloads
Mapname: warmup_final Status: final Mapper: CyburK released: beta1 03.08.2006/// final 20.08.2006 contact: cyburk@gmx.de website: www.cyburk.net This is a very small dual Objective Map i made to get warm with mapping again. beta 1 was made in 3 Days. Again this Map is really small i havent tested it yet but i guess the fun limit may be reached with 20 players. Install: put the warmup_final.pk3 in your Wolfenstein - Enemy Territory/etmain folder and play. If you have a ton of maps in your etmain folder its possible you cant run the map with the ingame "host-game" option. In this case open the console with "^" and type "/g_gametype 2" hit enter and then type "/map warmup_final" hit enter again and check it out. Objectives for Allies/Axis - Destroy the Enemys Safe. - Steal the Secret Documents - Build and Defend your Command Post - Bring the Enemys Documents to your Command Post. thanks and greetings all people at level-designer.de / etmaps.de / M8D Nephilm / M8D clan /Northerner /Shazam /Pitsbrgparatrpr / Berserker from wolfmap.de / splash-damage / macbeth / MerCuryRisIng / nullskillz for his nice forum post/tutorial on the dual objective / speedy (http://speedy.planetquake.gamespy.com//) for the nice mountain enviroment. ...............enjoy -
Version 1.0.0
3 downloads
FULL TITLE : [UJE] Lake sniper B1 FILENAME: UJE_Lake_sniper_B1a AUTHOR : [UJE]Interbellum DATE : 03-11-2021 bug report feedback : contact me at the [UJE]Clan forum: http://ujeclan.com/phpBB3/ (login required) Or Discord, username Rijnusch, nickname [UJE]Interbellum Release date beta 1.0 : -- -------------------------------------------------------------------------------- * LEVEL DESCRIPTION * Eerie lake side village where both sides are reacheable with a small boat -------------------------------------------------------------------------------- Version : beta1 Attacking : Allies and axis Timelimit : 20 minutes -------------------------------------------------------------------------------- * CONSTRUCTION * EDITORS USED : GtkRadiant 1.6.6-20180422, Easygen 1.42, Photoshop CS6 KNOWN BUGS : COMPILE TIME : ca. 10 minutes -------------------------------------------------------------------------------- * special thanks * [UJE] C For all the support. ================================================================================ = Credits = Games.chruker.dk fot additional information ================================================================================ Map maker: [UJE]Interbellum This map may be electronically distributed in its current state, this .txt file must be included. The .pk3 file (which this text file is located) and it's content may not be modified in any way without written permission. -
Version 1.0.0
2 downloads
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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-