FILENAME: 
             Fritz3_1.00.pk3 -or- Fritz_Fueldump_Beta1.50.3.zip //your pk3 filename in the fritzbot directory
REVISION:    
             1.50.3 //branch from fueldump_eu 1.50.1
RELEASE DATE: 
             09-10-2009 
AUTHOR:      
             the bindlestiff and CrapShoot (and porting/changes 420 Blunt, TomTom)
DESCRIPTION: 
             For FritzBot Mod (0.7c) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map fueldump.

	     Waypoint to port fueldump waypoint 
		to fueldump (new-textures by Berzerkr).  
		Initial 1.00 port (just renames) done by 420Blunt.  
		Version of original fueldump waypoints are from the final patch Oct 2006.
	     
MAP LINKS:   
	     None; this map comes with ET pak0.pk3 (and later patch pk3 files)
 
	     


USAGE:       
             Place this file Fritz3_1.00.pk3 (or Fritz_Fueldump_Beta1.50.3.pk3) into the 
             directory created by FrizBot (\fritzBot) overwriting any older versions.

             Select from the Start menu the map fuelodump 
                  -- OR --
             Open the console (`) and type  
                  \map fueldump
                  -- 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 fueldump 


             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
  13170   09-10-2009  08:09   bots/scripts/fueldump.aiscript
  39945   09-10-2009  08:10   bots/maps/fueldump.nav

    755   27-11-2006  20:34   configs/fueldump.bots
    108   21-09-2009  15:42   configs/fueldump.cfg

          10-10-2009          README-_fueldump_rev1.50.3.txt

  126181  09-10-2009  19:22   maps/fueldump.script



CHANGES:
	1.50.3 Branch  release by TomTom October 9, 2009
	     - corrected node team at team door going to roof ladder of depot
	     - Added fake dyno at west side defenses so Allied engr bots will continue to 
		dynamite that side even if the last second defuse bug makes the bots think 
		the west side construct (106) is not built.  This does not fix the issue for 
		the axis bots who will congregate there.
	     - Added print waypoint rev to console in map script
	     - minor other changes?

	1.50.2 Branch ported back to fueldump released as beta by TomTom Sept 24, 2009
	     - Rolled back a small number of changes.  The H&A hut MG nest actions are disabled
		(only the sniper camp remains in that action group 23.
	     - disabled the mobile mg camp added to the depot rooftop in front of the fuel tanks.
	     - reverted to older 13vs12+1 bot file
	     - one more collector node jic in axis CP hut

	1.50.1 Branch for fueldump_eu released as beta by TomTom Sept 24, 2009
		from (1.50)  - Fueldump version released in Fritz1_1.00.pk3 by the bindlestiff
		NOTE: we are near the 1024 navigation node limit!
	      - Corrected incorrect action_ent numbers on bridge dynos and fueldump dynos (bug in 1.50).
	      - corrected Panzer zombie due to actionGroup 22's camp activated by goal 0 (bug in 1.50)
	      - Corrected mine plant actions to have radii big enough that mines could be inside
	        so number planted will likely correspond to action_ent

	      - added one mineplant active after grate is blown to slow down 
		 or kill any human cvop/engr pair sneaking by.	
	      - Added a way out if a bot gets trapped inside when the fueldump defenses get built 
		(to be tested)
	      - Added some colector node and some radii cleanup
	      - Added mobile mg camp on fuel dump depot roof
	      - Aimed fieldop camp over sidewall to check all windows (roam)
	      - Added non-camp fixed mg actions at first 2 Allied road mg nests.  
	      - Added minor construct for Allies road mg near H&A hut,
		 Added class restricted camp where the non-camp mg action is. 
		 Because of aiscript issues action type can't be a camp since it is goal 0 activated
		 I am experimenting to see  if type 1 mg actions can be active when mg isn't built
		 Please report anything funny at this location (if any)

	      - Added nodes and connections in Allied H&A hut so that bots entering bounce off them.
		added sniper camp at window inside for early fighting
	      - Some style-only-changes for event actions
	      - Nodes added for camp-abled little hill at backway from allied tunnel spawn to CP
	      - Nodes At H&A in Allies HQ CP Garage so 2+ bots should use them after respawning.
		various other tweak in Garage for new door floor triggers
	      - Added more aimlinks, and aim action types to various points. closenode tweaks
	      - some connection tweaks for faster exit in to tunnel from spawns
	      - Extra nodes in initial allied spawn hut to slow down bots getting to the openings
		and collector nodes by door to peel off stuck bots
	      - Added satchelling of axis CP in first half of match
	      - Aiscript changes:
		Reduced botsight to distance about half way over the bridge from the tower mg 2850
		(still 14% higher than pre 1.50 version)
		File was crashing (overmax size of 128 statements). 1st I removed unnecessary IF_...s 
		on node_connects and some action group activates, but that did not stop the crashing, 
		so I changed some paths around the second mg tower, moved action 55 into group 7 etc, 
		so that I could remove a small number of statements.  That allowed me to add in the 
		Axis CP satchel, Panzer grp 22 and Ammo/heath hut actions.  Some cleanup as well.
		NB: AISCRIPT IS MAXED OUT, ALL FUTURE ADDITIONS MUST BE MATCHED WITH CONSOLIDATIONS
	      - Script file changes:		
		 Corrected sign error on 2 scripted allied CP hq spawn origins 
		  and commented out 2 other spawnpads so there are still only 6
		 Shifted the hq spawns back one position to be closer to H&A
		 Changed which spawnpads filled first (closer to CP)
		 Added garage door floor triggers to open for bots all sides
		 Added balance test cvars stuff
		 Added print waypoint rev
		 Added 2 extra tank position fake func_explosives
		 Tested for dynamite planted event at fuel (won't work, not a construct)
		 Removed faketoi's trigger_objective_info as not needed and I have sometimes 
		  seen stability issues in other maps when there are 18 tois. 
	       - Bots file changes:
		 Replaced the 3rd fieldops with an extra engr for axis and acvop with sten for the allies
		 Hobbit and pierre appeared twice in file so FritzBot was substituting with other cvop bots 
		  (changing the weapon too).  I think we should document this as a feature sort of 
		  constrainned randomness, once we can empirically show it behaves as observed.  
		  For now I have changed the duplicate bots' names to avoid that variation in weapons.
		Update:my bad I made and forgot the duplicated bots, but that is how you find features I guess
		 Will likely decrease bot team size when balancing


	1.00  - Initial Port (rename) of fueldump waypoints to fueldump_eu, 420Blunt, 2008
	      - used a mix of waypoints fron final-patch fritz0.pk3 and first waypoint pak fritz1_1.00.pk3 !

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c (0.70b final beta with keyword fix beta added, optional)
         (1) Map did not change shader properties for water (previously ice) so its slippery and no splashing. 
	 (2) WARNING: NO MORE TRIGGER_OBJECTIVE_INFOS MAY BE ADDED (18 is absolute max), 
	     SO must reuse other ones (H&A) IF more scripting is needed
	     Can't script dynamite planted event on fuel so I can't prevent bots building the defenses
	     when dynamite is planted
	 (3) bots do not understand multistage construction 
	     so half built bridges treated with less intelligence than humans
	 (4) Fritzbot can't easily handle cases where one toi targets two different constructions 
	     so second mg tower/road mg is only handled as axis mg tower.
	     Cases of Human Allies building that road mg might not be handled well.
	 (5) Bots can't respond to humans who sneak past to plant dyno before the main gate 
	     is blown.  Unfortunately defuse actions need a dyno action to be active at the same time.
	     And planted event can't be scripted either in this case.  
	     But then it is almost impossible for Humans to get to defuse unless they are close by.
	 (6) I have sometimes seen a bunch of Axis engrs standing by the just constructed defenses.  
		Not certain why, they may all be waiting for their charge bars to recover 
		so they can do the mine-plant or maybe they need something to do?  
		Need to know if this is just a temporary pause
	     UPDATE I now think this might be the last second defuse bug enigma1 first characterized
		namely the Axis bots defuse the dynamite planted at the last moment and ET does not 
		announce the dynamite was defused nor update FritzBot.  So The Allied bots won't plant 
		and the Axis bots hang about thinking they have to find the dynamite.  
		Fortunately if the allied cvops satchel the defences that should reset the issue.
	 

TO DO:  Stage 2
	(1) Review and test
	(2) find a better way to handle the 2nd mg tower/road mg nest. 
	(3) add more camps?
	(4) more routes?
	(5) balance testing (favor Axis, heavily?)
	(6)


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER i.e. Splash Damage (Sock) and Berzerkr (GER) (for new textures).
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 Splash Damage (Sock)

See www.splashdamage.com for their terms of use.
-----------------
Berzerkr's readme.txt:
All credits go to:
SplashDamage (www.splashdamage.com)
European Sytle Project (http://wolfmap.gameprophets.com/european-style)

------------------
textures copyrights;
Credits:

A lot of people was involved. To list everyone in the readme would be to much.
Take a look at http://wolfmap.gameprophets.com/european-style/credits.html for a list of all people.




Copyright  2006

This modification 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 MODIFICATION TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.