[[Category:Fritzbot ET]]
==<center>ET WAYPOINT PRE-RELEASE CHECKLIST</center>==

<center>___TOC___</center>

===CRITICAL===
*Waypoints tested using Enemy Territory, Version 2.60 or 2.60B
*Waypoints tested using Fritzbot, Version 0.70b (final)
*Logs or ''/condump'' show no unexplained WARNING or ERROR messages.
*No suspect ET crashes.
*Entity numbers for actions double-checked (Note:  engineer actions with wrong entity numbers will cause crashes).
*No more than 10 mine-plant actions per team are active at once (otherwise the game will crash).
*Tested for all classes on both teams (even if one class not recommended or present in bot file, random can add it).
*Aiscript has at a minimum: the initial five lines setting botsight, priorities, and vehicle, plus an #EOF at the end of the file.
*Re-tested after packaging as pk3, with all extracted files removed from directories.
*Tested both with and without ''/sv_pure 0''.
*Tested using both ''/devmap'' and ''/map''.
*Verified that waypoint parameters are within maximum limits: 1024 nodes, 4 connects per node including those made in the aiscript, 256 actions, 64 routes, 32 bots (including any randomly-set ones).  Aiscript limits are 256 keywords and 16 action tests.<sup>(to be verified)</sup>

===IMPORTANT===
====Nodes====
*Ladder nodes properly centered to ladder.
*Team-door paths blocked by ''/node_team'' setting.
*No node connections through impassable objects.
*No node connections requiring the bots to fly or to use grappling hooks (place make/break connections involving constructs or game events inside the aiscript).
*Minimal use of one-way connections.
*All ladders work without jams (bots go up and down naturally).
*All doors work without significant traffic jams slowing passage.
*Bots rarely jump off high places that kill or greatly damage.
*No unnecessary leaps (i.e. no ''/node_flag 6'' where ''/node_flag 5'' or ''/node_flag 0'' would do).
*Long parallel paths should have some interconnection points such that bots can switch paths without having to backtrack.
*Short ladders don't need nodes with ladder top flags.

====Actions====
*Priority actions (constructs, spawn flags, and command posts corresponding to the aiscript's priority settings) turned off in the aiscript whenever the bots can't reach them (engineer bots could zombie).
*Special camps for panzer, mobile MG42 and snipers used in pairs or more (so they'll use these special camps before normal camps)
*Camps with waist-high obstructions performed standing up (ent = 1) instead of kneeling (not required for MG42 crew-served camps).
*Bot engineers don't re-dynamite already-blown objectives (incorrect entity numbers).
*Bot engineers don't waste time on no-longer-important rebuilt objectives (kill_Action).
*Action closenode properties do not use nodes flagged for jumps or leaps.
*MG42 type_1 actions have roams or camps nearby (so bots will use them if they see enemies in range)
*Crew-served MG42 actions do not need aim links.
*Satchel actions not needed on neutral command posts.
*Aim actions and altroams may as well all be goalnum = 0, active = 1.

====Routes====
*Each route verified as working by testing each pathaction separately.
*Each route's actions verified valid for that route's ''/route_team'' setting.
*Radii of routes in spawn areas verified to be large enough to cover all spawn pads.

====Radii====
*No unintended overlap of action radii.
*Action radii for camps not too big (several bots may camp there together).
*No radii spokes poking through impassable objects like walls (either the bots will get stuck or will jump away when they touch the object).
*Door and ladder node radii no wider than same (bots will hang up on the edges).

====Other====
*Nodes, actions, and routes verified with Hobbit's Waypoint Tool for things like invalid aim-action links.
*Bored bots going zombie (stuck standing around inactive) rare and insignificant.
*Bots do not exhibit recursive tight circling (running around in circles or back-and-forth).
*If included, bot file alternates between teams when adding bots.  Bot file should end with an #EOF.
*Tested with normal bot file with equal teams (no human players).
*If no bot file included, try ''/addbot ...'' until teams are equal and all classes included.
*Tested with normal bot file plus additional bots ( 1 more bot per team and 2 more bots per team).
*Play balance is no worse than 2:1 or 1:2 (win:lose).
*If map can go overtime, overtime should be under 15 minutes.
*Little-used areas of map, connections and roams reviewed.

===OPTIONAL===
*Tested within a campaign with non-zero initial XP.
*Tested with Whaleclient.
*Tested with other client-side mods.


===PACKAGING===
*Prior copyright notices included.
*Revision/changes note included/updated.
*Required nav and aiscript in correct directories.
*Optional bot, cfg, script, campaign files, etc., in correct directories.
*Packed filename (.pk3) is unique and not identical to any other pk3 under \etmain or \fritzbot.
[[Category:FritzBot ET]]
