FILENAME: 
             Fritz3_1.00.pk3 -or- Fritz_breakout2_140_WIP0.95.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.95 // Playable WIP still under some test

	*****************************************************************************************************************
	* ***VERY IMPORTANT NOTE:*** The different versions of this map re-use the same bsp filename!			*
	* That means that FritzBot ET can't verify that it is using the correct waypoints for the loaded map!		*
	* If the map and waypoints don't match ET will crash! 								*
	* So you must remove older versions of the map from /etmain and older versions of the waypoints from /fritzbot	*
	*****************************************************************************************************************

RELEASE DATE: 
             09/10/2009 //Beta release
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7c) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map breakout2 revision 1.4.0 ONLY).


	     
MAP LINKS:   
	     Mappers Site:
	     http://www.pythononline.co.uk/et/breakout2_140.pk3

	     http://www.wolfmap.de/details.php?file_id=3112
	     http://returntocastlewolfenstein.filefront.com/file/Breakout_2;97645



USAGE:       
             Find the map on the web and place the mapfile breakout2_140.pk3 into 
             the directory \etmain.  Place this file Fritz_breakout2_140_WIP0.95.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map breakout2 [or the campaign breakout2_3...]
                  -- OR --
             Open the console (`) and type  
                  \map breakout2
                  -- 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 breakout2 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign breakout2_3

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
   8181   08-10-2009  17:39   bots/scripts/breakout2.aiscript
  35527   08-10-2009  17:17   bots/maps/breakout2.nav
    196   09-02-2008  07:36   bots/nedd3h.bot

    881   07-04-2009  01:48   configs/breakout2.bots
    120   18-10-2008  01:18   configs/breakout2.cfg

          10-10-2009          README-_breakout2_140_rev0.95.txt

 109245   27-09-2009  03:27   maps/breakout2.script

    n/a                       scripts/breakout2_3.campaign
    n/a                       scripts/breakout2_9_test.campaign


CHANGES:
	0.95  - Beta released by TomTom October 9, 2009 (for breakout2_140.pk3 ONLY)
	      - minor changes to how satchel is used on mine barrier.
		and related aiscript change
	     - Added print waypoint rev to console in map script
	0.44  - Playable WIP by TomTom April 5, 2009 (for breakout2_140.pk3 ONLY)
		Aiscript acts like it is at keyword limit!!!!
	      - various small connection and node changes that I have forgotten 
		when I got stuck on a crashing problem due to other changes. (fixed I think)
	      - changed the fight arround the footbridge. (enigma1 had a case of no goals for some classes 
		on one team.)  Fixed by always enabling group 8.  Went on to disable group 7 at same point 
		and moved some goal 0 actions to new groups (8 and 9) from group 7 #204>grp8 #211>grp8 
		(also mines #124>grp8,#126>grp9). made #67 goal 0.
	      - Added a couple of speciality camps to group 8 to give the allies better chance. 
		(#219 mobilemg42, #220 panzer)
	      - activated allied dynamite (#4) of roadbarrier in group 7 only, removed axis defuse of same.
	      - Action group 10 (allies defend flag, now disabled earlier (when tank passes ramp area.)
	      - Action 2 (flag) re-enabled for groups 8, 9
	      - added to each team a mobile mg42 soldier since the speciality camps need testing 
		and effect of humans with same to be approximated.	
	      - team balance may be difficult given the cascade of tank barriers, initial allied focus on flag 
		instead of tank, priority issues re:constructions vs footbridge. 
		Have added a sec to minimum axis respawn till tank past footbridge.
 
	0.43  - Playable WIP by TomTom February 10, 2009 (for breakout2_140.pk3 ONLY)
	      - Ported from breakout2_130 waypoints.  
	*****************************************************************************************************************
	* ***VERY IMPORTANT NOTE:*** The different versions of this map re-use the same bsp filename!			*
	* That means that FritzBot ET can't verify that it is using the correct waypoints for the loaded map!		*
	* If the map and waypoints don't match ET will crash! 								*
	* So you must remove older versions of the map from /etmain and older versions of the waypoints from /fritzbot	*
	*****************************************************************************************************************
	      - adjusted ent nums as needed and moved nodes up for longer train plarform
	      - minor other node tweaks
	      - new nodes and actions inside building connected to axis barracks spawn
	      - Commented out attempts to improve map script re:mine barrier
	      - map script hack to prevent rare bug where construction decay can make tank barrier crates re-appear after tank passes
	      - corrected the faketoi signaling as to when the tank passes the underpass trainbridge

	0.32  - Playable WIP by TomTom November 21, 2008 (for breakout2_130.pk3 ONLY)
	      - Various changes around the mine tunnel barrier near the allied CP
		Shift construct priority to minor until tank enters tunnel so as to focus axis on footbridge
		Add simple camp to protect class restricted, expand minable area, closer to barrier
		improve allied fieldop aircan and roams
		Sniper camp added far side and hill top roam to catch allies going for flag
	      - class restricted Camp added to protect far side of control room (debris)
	      - other minor stuff
	      - Balance favors axis unless you play allied engr. then it can be a easy win.

	0.31  - First Playable WIP by TomTom November 17, 2008 (for breakout2_130.pk3 ONLY)
	      - Ported from breakout2_120 waypoints.  
	*****************************************************************************************************************
	* ***VERY IMPORTANT NOTE:*** The different versions of this map re-use the same bsp filename!			*
	* That means that FritzBot ET can't verify that it is using the correct waypoints for the loaded map!		*
	* If the map and waypoints don't match ET will crash! 								*
	* So you must remove older versions of the map from /etmain and older versions of the waypoints from /fritzbot	*
	*****************************************************************************************************************
	      - ajusted nodes for new axis bunker position and garage door
	      - actions ent num shifted for new version, some actions in bunker repositioned for new axis bunker spawn
	      - more routes and alt-roam added for axis bunker spawn
	      - Merged map script changes, added func_explosive for garage door opening jic, changed timelimit animation
	      - reduced size of aiscript jic (commented out empty action tests, optional waits, extra node_disconnects)
		aiscript is near to keyword limits
	      - Fixed closenode on action 167 and corrected associated pathaction to get to it on route 0
	      
	--------------------
	0.01  - Playable WIP snapshot by TomTom October 22, 2008 (for breakout2_120.pk3 ONLY)
	      - Fixed connections about node 678 at collapsed tunnel so allies will fix and move tank reliably
	      - Added many speciality camps (mg42, panzer and snipe) in different groups
	      - added aircan actions including at barrier
	      - added a couple of smokecan actions
	      - roadbarrier action now killed when tank gets to underpass tunnel
	      - various node tweaks
	      - More routes (still to be tested fully)

	0.00  - Initial/Playable WIP snapshot by TomTom October 18, 2008 (for breakout2_120.pk3 ONLY)
	      - Fairly sequential stategy currently.  
		May still need to deal with possibility of out of sequence human actions
	      - A few connection tweaks to do still
	      - aiscript is very near to keyword limit



KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c final (keyword_fix beta is required))
         (1) Bots do not understand grenadeable barriers so are not used much to open barrier near allied cp.
	     The area for grenade attack of the barrier is a bit off too.  
             The toi lacks scriptname parameter so I can't script in changes
	     cvops who don't succeed in satchelling the barrier on the second try exhibit odd behavior 
		of trying to satchel from too far a distance.
	 (2) saw tunnel debris actions not get deactivated one time, can't reproduce bug.
	 (3) original script I believe had a rare bug where tank barrier materials would not dissappear as expected (FIXED?)
	 (4) Map may be unstable /entitylist shows big jumps in numbering for tempentities.  
	     This can result in dreaded max_game_chars error if unlucky or playing with large number 
		of players or bots.
	     Also happens in Omnibot, so it is either my machine or the map.


TO DO:  Stage 2
	(1) Define a defence strategy and implement
	(2) Add a few more speciality camps, aircan hints?
	(3) Add More routes and route testing
	(4) Balance testing -lots (note pmnibot version heavily favors Axis too)
	(5) Tweak-n-test the air duct route to bunker, and aircan at mine-barrier near allies cp

Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER 2Bit and Avoc.
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 2Bit and Avoc

Identity    : Map for "Wolfenstein - Enemy Territory"

Title       : Breakout 2
File name   : breakout2_140.pk3
Map name    : breakout2
Version     : 1.4.0   (Created Dec 2008)
Authors     : 2Bit and Avoc
              (tibet.clanservers.com and www.eft-clan.com)

http://www.splashdamage.com/forums/showthread.php?t=17161
http://www.splashdamage.com/forums/showthread.php?t=17089