FILENAME: 
             Fritz3_1.00.pk3 (or Fritz_v1rocket_b2_Beta0.84.pk3) //your pk3 filename in the fritzbot directory
REVISION:    
             0.84
RELEASE DATE: 
             14/10/2009 Beta release
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map v1rocket_b2.

HIGHLIGHTS:
	     Unique tank tractor with v1rocket is stolen by the Allies who must get it 
		to the stationary v1 launch ramp, fuel it and send it off.  Large map 
		with the difficult task to build the bridge outside the Axis spawn and 
		then blow the doors below them. 
	     (BTW some trivia, most V1 rockets in WWII were air launched by special 
		Heinkel bombers, but a good many were ground launched)

MAP LINKS:   
	     Mappers site:
		?
	     Other sites:
	     http://pk3.gameservers.net/rtcwet/etmain/v1rocket_b2.pk3
	     http://www.seashadow.it/listing/etmain/v1rocket_b2.pk3
	     http://www.et-scene.de/downloads.php?act=view&id=275
	     http://88.198.24.75/details.php?file_id=742
	     http://69.93.98.218/downloads/etmain/v1rocket_b2.pk3
	     http://www.enemyterritory-stuff.com/newmaps/v1rocket_b2.rar  ??


USAGE:       
             Find the map on the web and place the mapfile v1rocket_b2.pk3 into 
             the directory \etmain.  Place this file Fritz3_1.00.pk3 (or Fritz_v1rocket_b2_Beta0.84.pk3) into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map v1rocket_b2 [or the campaign v1rocket_b2_3...]
                  -- OR --
             Open the console (`) and type  
                  \map v1rocket_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 v1rocket_b2 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign v1rocket_b2_3

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
   8111   30-01-2008  03:37   bots/scripts/v1rocket_b2.aiscript
  28587   30-01-2008  04:51   bots/maps/v1rocket_b2.nav

    895   30-01-2008  13:56   configs/v1rocket_b2.bots
    120   30-11-2007  00:35   configs/v1rocket_b2.cfg

          14-10-2009          README-_v1rocket_b2_rev0.84.txt

  82442   09-10-2009  19:40   maps/v1rocket_b2.script

     210  30-11-2007  00:50   scripts/v1rocket_b2_3.campaign
     311  30-11-2007  00:50   scripts/v1rocket_b2_9_test.campaign


CHANGES:
	0.84  - Release Beta TomTom October, 14 2009 in Fritz3_1.00.pk3
	      - bumped up the rev number to reflect status
	      - added waypoint rev print to console
	0.04  - Playable WIP by TomTom January 30, 2008 (for testing and feedback)
	      - lots of changes, too many to describe in detail
	      - A few bug fixes (bridge dynamite now disabled properly when bridge half destroyed)
		  eliminated some cases of "no goals". One route correction. Fixed lever support.
	      - carrier (tank) disabled now briefly sometimes for improved engr focus
	      - Command post priority decreased so allied engrs won't dynamite it while the main gate is intact
	      - Improved initial attack at gate.  
		  One new dynamite position (3 total) so bots may cover hidden corner plant. 
		  New allied camps to mg, panzer and artil the outside area in support
		  Path restrictions to force non cvop allied bots to touch flag when passing
		  Bots file changed to double # allied medics to support Engrs 
	      - Improved defense of fuel, new alternate deliver, some new routes, node tweaks
	      - A couple of smoke can actions for steal-deliver
	      - Some allied only tank path roams to improve tank follow
	      - some balance improvements (extra medic, allied respawn time) Tests as 2.3:1to3:1 axis:allies
	      - And lots of minor node radii etc. tweaks
		  
	0.03  - Playable WIP by TomTom December 22, 2007 (for stability testing and feedback)
	      - Lots of fake entities and script changes including
		- mixed respawn points for axis (2 cases) and allies (1 new case 2 total)
		- fakebrush to protect fuel from a human cvop getting it too soon and causing problems
		- lever support with alt-roams and roams (axis alt roams still to do)
		- one more func_explosive in the v1rocket train splines
	      - Alt roams and Allies Routes (steal, deliver support camps)
	      - action 19 ramp defend actions (many)
	      - path to radar 1 mgnest (ramp bunker) fixed
	      - lots of more navigation nodes and a few side paths
	      - Now turn off vehicle after it gets to depot so bots won't run in circles behind it when fuel stolen	
	      - Some stage 1 group 5 actions changed to limit the classes crossing the river
	0.02  - Playable WIP by TomTom December 5, 2007 (for testing feedback)
	      - Script changes, supporting bridge stage 1, carrier position, Rocket fuel room door, debug messages... 
	      - Basic camp, roam and objective actions added throughout
	      - Lots of more nodes to cover most of the map, and a special repair/follow the carrier path
	      - moved one path from a ledge to the water beside since the "water" is as fast.
	      - added a node to fix the roam in the allied bunker H&S (must be co-radial to its closenode)
	      - changed bots file so it does not require testbots

	0.01  - Initial WIP by TomTom November 30, 2007
	      - test version pre-script changes



KNOWN BUGS:
         (Tested on FritzBot rev. 0.70b final beta)
         (1) Bots must repair from back as they sometimes get stuck zombielike if using a path that is close to the side of the carrier
	 (2) There may be some too many connection warnings due to sharing of TOI with rocdoor (solution add one more func_explosive.DONE.but message still occurs rarely)
	 (3) The slight delay in turning off the vehicles results in some bots circling behind it (decreased)
	 (4) 
	 (5) Levers are showing a low sensitivity now or intermittant operation. Why? Allied opening was disabled after axis close them. FIXED

	"Game features" 
	"- After the Lorraine37L (the Tank) has reached the depotyard it can no longer be damaged nor repaired.
	  This was done to avoid xp-whoring by allied engineers.
	- After the Lorraine37L (the Tank) has reached the depotyard the V1Rocket will be transported onto a electric train
 	 with a crane. The train will take the v1rocket to the launchramp and does NOT have to be escorted 
	  nor can it be damaged/repaired 
	- Allies can steal the fuelcan (The Objective) at any given time in the game, 
	  But they can only secure it at the v1rocket after it has reached the launchramp. 
	  (an icon will appear at the command map)"


TO DO:
	(1) Add routes for;
		- steal -> deliver DONE
		- reduce axis gate spawn door traffic jam (EVALUATE AGAIN)
		- allied spawn to steal DONE (does second deliver disable the roams for the first spot?)
		- maybe -force axis engrs to check on inside door (alt roam 104, Done)
		- route allies to door lever - rocket fuel room DONE
		- maybe - axis depot spawn to come from behind carrier (???)
		- route aXis to door LEVER - rocket fuel room DONE
	 (2) Add an entity to divide the axis respawn to either side of ramp DONE
	 (3) Add more inital axis camps and Class limit them to reduce back and forth trips across river (DONE).  More camps on fuel bunker roof? DONE  More allied mineplants?
	 (4) LOTS OF TESTING
	 (5) MORE TESTING - BALANCE, CAMPAIGN...
	 (6) Cleanup turn off debug print messages in console

	


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Map made by FireFly

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 FireFly

author:         FireFly
====================================================
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.
The possibility of using items from this map as prefabs is possible, but you must obtain the author's written permission first.

This file may not be commercially exploited in any way.

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

Also see (history)
http://returntocastlewolfenstein.filefront.com/news/Upcoming_Map_V1rocket;9219
http://www.splashdamage.com/forums/viewtopic.php?t=8179&postdays=0&postorder=asc&start=15
http://www.design-preis-nrw.de/modules.php?name=Forums&file=viewtopic&t=1579&highlight=