MAPNAME:  Trenches05

REVISION:
             1.00 release

RELEASE DATE:
             December 3, 2006

AUTHOR:
             TomTom

REQUIRES:  FritzBot ET Ver 0.70,  RTCW Enemy Territory Ver. 2.60.

DESCRIPTION:
             Bot AI and navs for the map trenches05.  The small map and the small
             bot teams I have defined are well suited for playing on slower machines.
             This is an Axis attack -  Allies defend map.  Axis has 6 dynamite
             objectives, 1 flag spawn and a cp.  The allies must protect/diffuse the
             objectives, take back the flag to keep Axis away from the allied spawn
             and build the common cp. Map tests well for teams of 6-8 bots.

USAGE:
	Find the map Trenches05.pk3 on the web and place it into the \etmain folder.
	One source for the map is:  http://www.seashadow.it/listing/etmain/trenches05.pk3

	Place the waypoint pack Fritz1_1.00.pk3 into the \fritzbot folder.


             Select from the Start menu the map Trenches05 or the campaign Trenches05_3
                  -- OR --
             Open the console (`) and type
                  \map trenches05
                  -- OR --
             Create a short cut like (adjust path as required)
                 "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 2 +map trenches05
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign trenches05_3


CONTENTS:
 	Length	Date			Time			Name
 	---------      -----------		---------		--------
	12,783	12-03-2006  	21:43   		bots/maps/trenches05.nav
 	4,420	12-03-2006  	21:49   		bots/scripts/trenches05.aiscript
 	901   	12-03-2006  	22:00   		configs/trenches05.bots

OPTIONAL CONTENT:
   			12-03-2006 			        README- trenche05 rev1.00.txt
			12-03-2006 			        Waypoint_trenches05_Checklist_1.00.txt
	76   		12-03-2006  	22:03   		configs/trenches05.cfg
	472 		07-16-2006  	16:50   		scripts/trenches05_3.campaign
	568 		09-16-2006  	09:37   		scripts/trenches05_3.campaign


CHANGES:
         Ver. 1.00  - december 3, 2006 Released to the bindlestiff by TomTom
	       - tested to 13 on 13 (fun but unwinnable)
	       - Killed the unneeded satchel action 28 at the CP. Moved it over to be a allied axis soldier camp at the back of the first bunker (28->114)
	       - added non-camp mg42 action at second mg 2nd bunker
	       - corrected radius typo at actions 12, 15
	       - added allied node between 17 and 98 so axis can climb on top of first bunker
	       - moved team door node from 19 to 147 so axis can better use the mg42s in the 2nd bunker
	       - changed actions 82,11 from arty(not supported) to aircan
	       - added one more mobile mg42 camp to fire from h&A bunker roof
	       - minor radii-center tweaks

         Ver. 0.03a - 2 quick fixes
		- alt roam corrections pointed out with Hobbits tool action 44, route 6

         Ver. 0.03 - Beta release (stage 2) September 26, 2006 TomTom
	      - Changed ammo piles from goal tracking trigger to aiscript trigger.  This seems to have all but eliminated the engr bot stickies (Bug 2)
	      - Various cleanups, ladder top flags reset, mg camp links not needed,  Some node tweaks, groupings etc...
	      - Resuffled bots file, updated cfg file.
	      - Balanced tested, 6-on-6 and 7-on-7

         Ver. 0.02
         	- changed mine plants near cp to a tight radius double
              - added 1 allied mine plant at opening to bunker2's yard
              - moved the axis mine plant from bunker2's mg42bunker door over to ladder and made it an allied plant as well
              - adjusted and added node and camps to try to get allies to fire down on initial axis spawn, including now from the flag spawn crates
              - added tight radius allied double mine plant in the back way of bunker2
              - added single allied mine plant near top of ladder bunker 1 with axis mine hunt
              - added another axis mobile mg42 camp (directed at allies spawn) and deactivated the one closest to the initial axis spawn if ammo pile #2 is blown (group 2).
              - first try at node-pathing the thin edge above the health and ammo in the 2nd bunker yard to the roof of the nearby mg42 bunker.
              - lots more nodes(now 200+ total) for some more over the top paths, some leaps etc including one to avoid the cp mines, and hopefully get axis engr back in play for other objectives.
              - some class limited camps (near cp at mg42 bunker1  rear, and in bunker 1 near side door)
              - added a arty (do they work yet?) to action 50 where the path to bunker2 backway and trench to bunker1 split and to the allies spawn panzer camp
              - comprehensive cleanup of node radii
              - new above the mg42 bunker 1 path for axis to get to the ammo door 1 and pile 1.
              - added 1 more allied panzer camp covering bunker 2
              - added another axis mobile mg42 camp near initial axis spawn to decrease predictability for grenading him blindly
              - added some basic camps (2 each?) to support optional allied mobile mg42 and axis panzer soldier bots
              - switched to the trenches05.bots that doesn't use testbots.

         Ver. 0.01
         	- Initial WIP Beta snapshot - by TomTom July 16, 2006


KNOWN BUGS:
         Many (Tested on FritzBot rev. 0.7)
         (1) Had to make the ammo piles active forever otherwise the second ammo
             pile generally did not get blown (This may no longer be the case)

         (3) First Axis Spawn action for the mobile mg42 is quite effective.
             The allied camps I set to oppose it from a distance are almost
             never manned by FieldOps (the allied mg42 camp works well though).
             Camps near the fence opening to the bunker #2 yard are also little used.

         (5) I have onetime seen the allied panzer try to panzer out the small
             fixed mg42 bunker openings. Great noob simulation engine! Only solution
		would be to class restrict the mg camps .Not Worth it.
         (6) The allies play the flag spawn so much that they give axis a chance
             to get to the bunkers. This is now a feature (since by describing
             it, a bug coverts to a feature osmodically so ;-).  as it makes the
             game play near the flag decent. flamethrowers are murder.

         (8) max node message at ammo side door 1, It seems like you add a
             connection to a node that the aiscript connects and even though the
             connections don't violate the max connections the message appears.
             Removing the new connection does not seem to eliminate the err message.
             But eventually something kills it.


TO DO:
        (5) shell the initial axis spawn better, evaluate changes

        (7) Cleanup the aiscript.

        (9) optionally make new spawn points for allies so that 1 or 2 bots may
            spawn at opening behind mg42 bunker #2
            viewpos of (380, 150 to -180, -31) angle -90
        (10) eval the over the mg bunker #1 path.  should be used more.