FILENAME: 
             Fritz_caha_tavern_b2_Rel1.00.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             1.00 //Release
RELEASE DATE: 
             August 21, 2007
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map caha_tavern_b2.  

             This is first released waypoints for the caha_tavern_b2 project. 
MAP LINKS:
	     Mappers site:
	     http://www.cyanureill.net/downloads/maps/caha_tavern_b2.zip
             Other sites:
	     http://www.seashadow.it/listing/etmain/caha_tavern_b2.pk3
	     http://www.etmaps-test.de/etmaps/maps/caha_tavern_b2.rar
	     http://www.enemyterritory-stuff.com/maps/caha_tavern_b2.rar

USAGE:       
             Find the map on the web and place the mapfile caha_tavern_b2.pk3 into 
             the directory \etmain.  Place this file Fritz_caha_tavern_b2_Rel1.00.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map caha_tavern_b2 [or the campaign caha_tavern_b2_3...]
                  -- OR --
             Open the console (`) and type  
                  \map caha_tavern_b2
                  -- 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 caha_tavern_b2 
                  -- OR (if you have the campaign file)--
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign caha_tavern_b2_3
	     SEE THE FILE Forcing Balance.txt ON HOW TO MAKE THE MATCH HAVE BETTER BALANCE WITH EVEN TEAMS
             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
  10132   20-08-2007  22:06   BOTS/SCRIPTS/caha_tavern_b2.aiscript
  16061   20-08-2007  23:24   BOTS/MAPS/caha_tavern_b2.nav

    578   20-08-2007  22:49   CONFIGS/caha_tavern_b2.bots
     56   19-05-2007  11:41   CONFIGS/caha_tavern_b2.cfg

          21-08-2007          README-_caha_tavern_b2_rev1.00.txt
   2281   26-06-2007  01:01   Forcing Balance.txt

  38563   20-08-2007  21:59   maps/caha_tavern_b2.script

  49106   07-01-2004  10:51   sound/player/hurt_shocked.wav
 

CHANGES:
	 1.00 Released to the bindlestiff by TomTom August 21, 2007
	        - Action 16 goal changed to 999 as per CrapShoot's observation about tests on constructs and destructs
	        - script and aiscript changed to use a func_construct instead of individual TOIs for the 4 one time
		  func_explosive actions (flag ownerships and sewer wall) to free up some tois (action 145). 
		NOTE ACTION TEST 145 IS VERY NEAR KEYWORD LIMIT - EDIT AT YOUR OWN RISK! 
		- added the script creates for the 2 future helper ents to handle the complex logic 
		  for the third floor access to fourth floor. (Action 146 and 147)
	        - moved actions and added special nodes for bi-directional access for satchel actions 124 (ladder wall)
		  and satchel 17 and dyno 9 (stair wall) a la byzantine safe/warehouse.  
		- Deactivated dyno for 3rd floor ladder if barrier built since the tois overlap preventing a dyno plant.
		- added a deactivate for action 11 (3rd floor ladder build) when axis have 4th floor flag ownership to 
		  initially focus engrs to go to gen A. Don't want to kill the action so unfortunately this is defeated 
		  if the ladder is later blown causing the build to be autoactivated
		- removed kill_action of 1st floor ladder and made it a minor construct
		- corrected displaced node 54, gave action 54 a new node for closenode
		- added alternate path inside sewer to deliver jic
		- removed uneeded leap flag on node 248 (roof stairs)
	 0.20 WIP - by TomTom June 26, 2007 (peek at)
		- Finally got back from other real stuff
		- many many tweaks and balance changes
		- many new actions, axis camps defending 4th floor flag
		- new panzer camps
		- script changes etc etc etc
		- changes bots file changing allied soldier to cvop2 (fox to sniper)
		- added sniper camp inside temple
		- added sound file from airship map for invisible electric field about gen A
	 0.19 - not posted
		- tweaked node 54 on the long 3rd floor stairs
		- tried moving action 12 to group 11 and 13 but it shifted the balance back to axis
		- disabled action 100 dyno of 3rd floor ladder once axis own the 4th floor flag.  
		  Action for barrier is re-activated on 11/13 once gen is blown??? (verify)
	 0.10 WIP - by TomTom June 9, 2007 (lots of changes and tweak too numerous to cover...)
	        - After much more testing mainly for balance a number of camps were moved, 
		- I decided that the axis bots getting stuck in the temple door were due to a random selection 
		not of the nearest node but of those going between the post ands wall, so they had to be moved 
		so that the bots would not try a 90 degree exit out the doorway after fighting or getting pushed off nodes.
		- Tried many time changes in the script for balance  but decided that they provided too little benefit mostly
		- Nedd3h pointed out that something showing I had forgot to handle the 3rd floor ladder barrier.
		Initially that lead me to start writing the helper_ent to control group 11, but then I realised that
		bots spawning on the fourth floor zombied if the Gen B was not blown and the 2 constructable barriers were built.
		Experimenting with setautospawn showed that the script file would have to control the spawns better since
		setautospawn interferes with the activation in the bsp by the flag target parameter. 
		This may change how the spawns are selected during part of thye game play. 
		And I moved the roof roam 106 to group 12 that is only active once gen B is blown, making axis focus on floor 3.
		- I Somewhat fixed the bug in the flag timers.  redRum was only checking who owned the flag at the beginning 
		and end of the timer not in the middle.  I have changed that so that they are checked every 2 seconds or so.
		- Still doing balance tests in single objective mode but more hopeful

		MAP PURISTS will note the following differences from redRums original:
		(1) The cellar wall can't be blown with a grenade
		(2) Gen B can't be blown with a satchel (slows axis down for 30+ seconds for balance)
		(3) Axis can only spawn on the fourth floor if they capture the flag after gen B is blown
		(4) if axis touch the 4th floor flag before gen B is blown Allies are forced to spawn from the roof.
		(5) the ladder barrier can be built before the ladder is destroyed 
			(after all you could build the ladder before destroying the barrier!)
		(6) the allied respawn time is equal that of the axis while the object is stolen
		(7) there are a few extra message anouncements.
		and the new cvar Fritzbot_balanceIt can be used to decrease the match time and initial allies respawn.

	 0.06 WIP - by TomTom May 27, 2007 (lots of balance tweaks)
	      - radius increase for action 81 (may be too close to the wall to lie down)
	      - Added roam action 115 so all axis bots have min 2 goals when the list is stolen 
		but the cellar wall is not blown.   
	      - removed connect 229 227 after a bot stuck on the temple edge again, increased 228 radius 
		but I later saw a bot stick when 2 bots tried to leave the temple at the same time,
		so I have added a route and altroam 117 on a one way path so an allied bot spawning on the 
		roof should eventually kill the the stuck bot
	      - gave the axis engineers the option to use roam 106 to stop them whining about no goals 
		while they wait for their dynamite to blow gen A.
	      - tweaked nodes 163 164 since I suspect the sewer buttress and the cable are 
		trapping bots on occasion when delivering.
	      - reduced match time from 20 to 18 minutes since I know the axis can always win 
		but sometimes it takes them about 20 minutes.  Reduced teams to just 2 engrs also.  
		(allies now sometimes prevail WOO HOO!)
	      - Moved action 83 to aim at bots taking the fast stairs to the mezzanine.
	 0.05 WIP - by TomTom May 26, 2007
	      - Changes after some feedback from Nova2001 and Valiant as well as a suggestion from Crapshoot
	      - ladder tweaks at 3rd floor
		connect 243->185
		radius 234 from 20 to 40
		radius 186 from 20 to 30
		connect 232->234 
	      - ladder tweaks at 4th floor
		190 re-center tweak
		radius 191 from 20 to 25
		connect 233->190
	      - New routes 8 and 9 to try to allow axis engrs to fight on the stairs between 1st and 3rd floors
		(to be verified with special engr testing)
	      - More route changes and new route at 4th floor to try to improve scatter distribution
	      - Group 11 axis roam 106 now for allies also to try to catch axis going the long way
	      - New group 15 for temporary cellar-mezzanine camps when list not home (stolen)
	      - new allied mobilemg42 ground floor camps.  Also allied sniper camps JIC.
	      - altroams 92, 90 repositioned
	      - shortehed the late game allied respawn a little again to try for better balance bot vs bot
	 0.04 WIP - by TomTom May 25, 2007
	      - added and triggered camps inside in the roof temple (8)
	        (engr camp too since engrs have little left to do)
	      - Minor bug fix to prevent premature re-activate of group 11 camps
	      - various minor node and connection tweaks
	 0.03 WIP - by TomTom May 22, 2007 
	      - earlier deactivates on action groups to try to limit bot choices
	      - added some more routes for the allied roof spawn (still not enough)
	      - added group 11 axis roams in case gen A not blown but gen B blown and flags 1 3 and 4 owned.
	      - added sewer defend camp, re-grouped 2 other camps (41 and 83)
	      - reduced allied initial respawn to 24 (axis still at 15)
	      - Campaign test indicates it can't be first in a campaign
         0.02 WIP - by TomTom May 21, 2007 
	      - radii tweaks throughout
	      - new nodes and connection in and out of the temple to try to stop bots clipping the edges
	      - initial steal route out of temple
	      - misc changes (camps...)
         0.01 Initial WIP snapshot - by TomTom May 20, 2007 
	      - Changed the sewer wall to dyno/satchel so the bots know how to blow it.
	      - Problems with the sewer_wall_toi made me add a faketoi as a workaround.
	      - Other faketois are for the timeouts that give falg ownership
	      - Strategy is pretty simple.  a more layered strategy might require the 
	        experimental beta as the aiscript is getting a bit long.  
         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70b Final beta)
         (1) map has a couple of historical errors (try to find them).  I have changed the date to make it otherwise believable
         (2) Have seen one bot twice pause (zombie) for a brief while inside the sewer
	 (3) Map does not work as the first map of a campaign

TO DO:  Stage 2
        (4) Add more routes for attack and deliver (especially allies from roof), improve defense, 
        (5) Add Allied defensive Camps and special actions as desired (on-going)
        (6) Add Axis defensive camps and special actions if any (on-going)
        (7) Balance testing (axis heavy favorite right now)
	(8) finish the helper_ents to cleanup the aiscript group 11 control (next release)
	(9) finish improved timer function with more tests for allied take overs
	(10) Find a better audio and something visual for the electric force field on Gen A
	(11) improve axis engr focus for gen A, and improve defuse coverage
	


COPYRIGHTS:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Roger "redRum" Creus.
Accordingly this work and any work derived from these files must include and 
respect the original copyright(s). (where applicable)

All copyrights and trademarks are the respective property of their owners.
Original Map and script file by Roger "redRum" Creus

	author		: Roger "redRum" Creus
	url		: http://www,cyanureill.net
	email		: roger.creus@gmail.com

Permissions:

	You may not include or distribute this map in any sort of commercial product without permission from the author.
	You may not mass distribute this level via any non-electronic means, including but not limited to compact disks, and floppy disks without permission from the author.
	You may not Redo/reproduce/update this map in any way without permission from the author.

ADDITIONAL COPYRIGHTS:
NOTE THIS WAYPOINTING IS IN PART (SOUND FILE) DEPENDANT UPON THE WORK OF;
file:             airassault_fp1.pk3
author:           MadMaximus (shusterdogburt when i play et) "mitch Lepine"
email address:    madmaximujs@yahoo.com
====================================================
Distribution / Permissions 

  This is the first trial of this map and may not be modified in anyway as to appear as a
completed map by anyone else than the author.

  Authors May Not decompile the BSP as a base to build additional levels.. but may do so to 
learn construction methods and technique, etc.

   You MAY distribute this pak file and/or its contents by any electronic means, provided 
you leave the contents unaltered and include this text file, also unaltered.  This file may 
not be commercially exploited in any way.

====================================================