FILENAME: 
             Fritz3_1.00.pk3 -or- Fritz_2hide_WIP0.96.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.96 // Beta 
RELEASE DATE: 
             Oct. 9, 2009 (Beta)
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map 2hide.  (Channel Gun)

MAP LINKS:   
	     http://www.planetwolfenstein.com/wildstar/2hide.htm
	     http://www.fileplanet.com/dl.aspx?/planetwolfenstein/wildstar/2hide_zipfile.zip%20

	     http://wolfmap.gameprophets.com/details.php?file_id=578

	     http://ftp.games.skynet.be/pub/wolfe...main/2hide.pk3

	     http://www.student.uit.no/~paalde/games/aw/maps/etmain/2hide.pk3

	     http://www.wolfmap.de/details.php?file_id=578 (appears to be same version)

USAGE:       
             Find the map on the web and place the mapfile 2hide.pk3 into 
             the directory \etmain.  Place this file Fritz3_1.00.pk3 (or Fritz_2hide_WIP0.96.pk3) into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map 2hide [or the campaign 2hide_3...]
                  -- OR --
             Open the console (`) and type  
                  \map 2hide
                  -- 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 2hide 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign 2hide_3

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
   8392   26-09-2009  15:43   bots/scripts/2hide.aiscript
  26591   27-09-2009  00:44   bots/maps/2hide.nav

    629   27-09-2009  01:44   configs/2hide.bots
     85   27-09-2009  01:36   configs/2hide.cfg

          10-10-2009          README-_2hide_rev0.96.txt

  32612   09-10-2009  19:20   maps/2hide.script

    N/A			      scripts/2hide_3.campaign
    N/A			      scripts/2hide_9_test.campaign
   8822   03-03-2003  15:42   models/multiplayer/secretdocs/wood_m12.jpg

CHANGES:
	0.96  - Released (beta) October 9, 2009 TomTom
	      - Added print waypoint rev to console in map script
	      - included missing texture jpg, with thanks to Nedd3h

	0.95  - Released as Beta Sept 27, 2009 TomTom
	      - Too many small changes to enumerate in detail
	      - Map script changes:
		Added fake construct to trap the dyno planted at the Big Gun event.  
		Reused the toi of the H&A so map will lose that icon. 
		And then had to squash the eats dyno interaction.
		effect is to temporaily disable building the command post and mg nest 
		and activate a roam.
		bots test OK defusing on the easy to plant areas but there are 
		a couple of hard to plant spots they don't handle
		thus the beta designation.
	      - Aiscript changes:
		reduced botsight from 3200 to 2850 which seems more than enough
		changed side gate and wall action tests to use event explode
	     .Nav file changes etc:
	      - A lot of radii tweaks, relaxed many action_radius values
	      - navigation node tweaks, radii changes for consistent style.  
		A few new nodes, collector mainly, near ladders etc.
		corrected for bots hitting aopening when running downstairs from H&A snipe spot
	      - Change route 1 to cover more spawnpads (8) and to favor alt-roams #5, #6 over #7
	      - double noded the keycard deliver and effectively did the same for battery deliver JIC
	      - Added route 9 and alt-roam 136 to direct more allied bots to take the stairs 
		than the ladder when going in the big gun farm building
	      - placed roams and alt-roams nearer their closenode, added nodes for H&A roams as needed
	      - added event explodes for main and side dynos
	      - added fake dyno plant (using mg nest toi) at the big gun 
		JIC to handle any ET not updating dyno state on last second defuse.
		

	0.04  - March 18, 2007 WIP TomTom
	      - moved action 29 satchel door controls for more cover
	      - added a couple of allied mines for defense of cp and high camps/H&a during run with the codes
	      - tweaked remaining ladders descend path
	      - An aiscript fix re: action group 15 (duplicate flag action blocks)
	      - added fake brush to reduce area that you can dynamite big gun (too much area for max 5 linked actions
	      - proper script fix to prevent allies losing town if the flag is lost at same time as the battery is delivered (mappers bug)
	      - defend camp added near gun.
	      - various minor node tweaks, some other tweaks
	0.03  - command post now remains active from the wall getting blown to the end (but low priority)
	      - tweaked path on stairs near action 1 roam		      
	      - deactivated group 5 (door) and action 1 earlier to focus fight for town 
	0.02b - Oops must have wiped the route 4 pathactions - fixed
	0.02  - Deactivated and killed actions that were persisting too long to focus the end of the game on the big gun (5)
	      - group 14 now for mgtower (to keep aiscript keywords down)
	      - Added 2 allied roams and many camps to focus them into the circle between the docs and the big gun
	      - New nodes to try to get the bots down from the towers better (still evaluating)
	      - Starting to limit some actions and roams to classes to avoid traffic jams

	 0.01 - added missing condition in flag test in aiscript so steal is not available 
		until flag taken (was causing initial zombies)
	      - roam 46 now axis only since unreachable at start by allies
	      - fake steal for lever had wrong group was available too early
	      - added docs route
	      - tried to fix satchel on buildable tower (more work needed I think)
	      - moved middle allies rock camp to middle group 5
	      - added kill on roam action 1
	      - various tweaks

         0.00 Initial WIP snapshot - by TomTom February 3, 2007

         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c final beta)
         (1) Some minor so far, axis having trouble getting out of towers, some sticking to ladder sides
	 (2) Bots can't likely defuse dyno in a couple of spots on or near big gun.


TO DO:  Stage 2
	(6) Balance testing (Favors Axis)
	(7) Route testing (LOTS!)
	(8) Allow Command post to be destroyed after allies take over town spawn (requires more routes) 
		or remove the spawn change it causes DONE? VERIFY
	(9) All tower ladder descents to verify/evaluate DONE?
	(10) Test spawn testing of long ladder in tower (almost never used currently)
	(11) Test teams of 11 to 13
	(12) Better defuse of big gun in all dynamitable areas
	


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Drakir.
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 Drakir
map by Rikard "Drakir" Lindgren lindgrenrikard@hotmail.com http://www.drakir.tk 

Copyright  2003 Rikard "Drakir" Lindgren 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.