FILENAME: 
             Fritz_dm_hillb2_1.02.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             1.02 //release
RELEASE DATE: 
             January 30, 2007
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map dm_hillb2. Also other files 
             including modified originals.  
             - Each team the goal is essentially the same.  
             Build the CP and capture the flag.  But you must also prevent 
             the other team taking over the CP and transmitting from there, 
             otherwise your observation data will be jammed and interrupted.

USAGE:       
             Find the map on the web and place the mapfile dm_hillb2.pk3 into 
             the directory \etmain.  Place this file Fritz_dm_hillb2 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map dm_hillb2 [or the campaign dm_hillb2_3...]
                  -- OR --
             Open the console (`) and type  
                  \map dm_hillb2
                  -- 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 dm_hillb2 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign dm_hillb2_3

             
CONTENTS:                         //
 Length      Date     Time    Name
 ------      ----     ----    ----
   4639   01-30-2007  20:01   BOTS/SCRIPTS/dm_hillb2.aiscript
  12597   01-30-2007  19:50   BOTS/MAPS/dm_hillb2.nav

     63   01-30-2006  13:44   CONFIGS/dm_hillb2.cfg
    728   08-03-2006  02:39   CONFIGS/dm_hillb2.bots

          01-30-2007          README-dm_hillb2_1.02.txt

  25493   01-30-2007  19:58   MAP/dm_hillb2.script //choosen (v2) play model script, and timelimit 
   1687   08-03-2006  01:08   MAP/dm_hillb2.objdata
   1419   08-03-2006  00:25   MAP/dm_hillb2v2.story.txt //explains play model


    499   07-28-2006  17:56   SCRIPTS/dm_hillb2_3.campaign
    612   12-05-2006  12:55   SCRIPTS/dm_hillb2_9_test.campaign
    810   08-03-2006  01:24   SCRIPTS/dm_hillb2.arena


CHANGES:
	 1.02 - TomTom January 31, 2007
	      - deactivate action 8 mgcamp if mgnest not built
	      - stopped recharge time accel for field ops to slow down the artillery
	      - added a printaccum to print in the console the number of seconds that the allies beat the axis (negative if they lost)
	 1.01 - TomTom January 30, 2007 released to the bindlestiff
	      - Merged in new script with 45 minute limit
	 1.00 - TomTom January 30, 2007 
	      - AXIS ENGR STICKIE (ZOMBIES) FIXED (4)
		Note to self, if you put mines near team doors place a non-team node close to the door
		so that you never cause the closenode for the mine to become attached to a team node for
		the other team (engrs can zombie when no build/dynamite objectives remain). 
	      - CP Ladder improvements from the bindlestiff. (1)
	      - More route works and bigger route radii
	      - Action group renumbering, kill the trivial no-goals at start (roams with goal 0), 
		crapshoots dynamite goal 999 (JIC), group 0 split up to standardize debug options
	      - Node tweaks to avoid backtracking, parallel path cross pathing, 
                new hill to cp path nodes with leap flag to weakly encourage wounded bot to defend
	      - 2 more alt-roams inside cp for more bot pass throughs and 2 routes now each for balance 
	      - secondary route 4 for allies (to try to get some to use the north door exit to flank the axis on the hill...)
	      - panzer camps over cp bunker during fight to hold hill.

         0.04b - WIP tweaks
             - added dynamite actions on opposite sides of the 2 doors in case 
              one team dominates the outside early on
             - shifted and adjusted node 185 outside axis spawn to eliminate 
              spawn wall tunneling
			- more node 135 tweaking
			- added route 1 to try to get axis engrs out of the upper spawn 
			 when they are bored and to divide the bots going to the north door
            - added faster jump down path in tank room behind axis spawn
              
         0.04 - WIP (August 8, 2006)
             Incorporating <The Bindlestiff>'s suggested changes...
			- moved route at allied spawn to cover area of spawn spots. 
			added a few more nodes to discourage allies jumping the railing
			- cleaned up CP ladder with directional nodes for bottom (small and big)
			- General bunker and doorway radii cleanup
			- Moved and increased radius of node 135 to prevent backtracking due to
			 overshoot off of knoll. Also added node in depression by pylon JIC
			- cleanup and center-align north door ladder nodes
			- added one cross connections after allied alt-roams before south door 
			 and one cross connection after south door.
			- Set entnum to 1 to force standup camps at Above-CP and Hill-bunker 
			 windows as well as some exterior camps (requires 0.7 Fritzbot or later)
			- Added 2nd mobilemg camps for flag defense (more aggressive-risky positions) 
			 to try to keep the mobile mg for defense. 
			(Actions {64->10} group 2 and {65->43} group 4)
            - removed satchel op from inactive action 37 and 
			 changed the inactive group (37-39) from group 5 to -1 (bad allied mg nest)
			Additionally...
			- Added a camp for the flag-attacking team's engineers after they build 
			 their cp. Near the broad stairs, on the same level as the CP.  
			 {66->67} group2, {68->67} group 4
            - moved the mine action in front of the common door into CP bunker.  
			 (Opening the door to go back in was setting off their own mine)
			- Adjusted nodes in front of axis spawn door to improve movement
			- moved mine action by south door that may have been creating a problem movement.
			- added class specific roam above north door to break up the bunching 
		      that may occur when the dynamite is set
			- added class specific roams in the hill bunker to try to get the 
			 2nd floor field ops camps used
			-aim actions not required for mgnests - removed

         0.03 - Beta snapshot - by TomTom August 3, 2006 released for comments
				removed satchel ops on axis mgnest, no strategic value

         0.02 - skipped to 0.03 after almost no noted problems in testing
                
         0.00 Initial WIP snapshot - by TomTom July 28, 2006
         

KNOWN BUGS:
          (Tested on FritzBot rev. 0.7)
         (2) path by south door (blown by allies) could be better (Tweaked but not fully checked)
         (3) the allied mg actions (except build) are purposely placed 
             in an unused group (see map bugs below) (Can the mg be fixed/modified in the script??)
         (5) Have seen a CvOps continue down the hill even though his team just 
            lost the flag.  No other teammates were close enough to 180 to the 
            flag at the time.  Also saw one zombie by the axis mgnest even though there are no satchel ops. anymore.
	 (6) 
           

ORIGINAL MAP BUGS:
        (1) allied mg42 when built can't be fired!
        (2)"WARNING: Entity used itself." is a warning about the original map flag 
        spawm and not from the waypointing.  Does not seem to affect play.
	
        And from seven_dc's readme;
		-------------------------------------------------
		 Further development
		-------------------------------------------------
		This is a beta you know..

		-Fueldump like fence around the fueldump and 
		 generator to provide cover to attack team + maybe
	 	simple stucture
		(3)-VO change the "depod yard" to bunker.
		(4)-Make the doors make sound.
		-Make allied team door texture.
		-If performance is very good make hills better.(partly done)
		-spectator clipping (partly done)
		-light leakage
		-Bunker door names..
		-TOI for the upper bunker



TO DO:
        (1) Can we get engrs to fix fixed mgnests and partially destroyed  
             minor builds (ANSWER:	 NOT WITH Fritzbot rev 0.7)
            (Alternate: tie the repairs together in the script so that both are fixed if either is fixed)
        (2) from <The Bindlestiff>'s suggested changes:
			-remove (-1) actions for firing allied mg (currently in inactive group 5)
			(moved to group -1)
			-satchel actions for mgnests should be activated only upon construction 
			of mgnests (actions were removed since both teams need the nests)

             - complete stepwise action by pathaction route verification
	 (5) Slave routes to encourage bots to use all exits of cp bunker so that when the artil gets heavy 
	     some bots will still get a chance at the flag. 
             (For now just added 2 alt-roams inside the cp bunker)
	 (6) Find cause of Warning; Entity used itself  re:flag in the script file. 
             (ANSWER: IT IS THE 2 TIMERS they call themselves! Probably can't change it I guess.)


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

NOTE:
        - THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER seven_dc.
  Accordingly this work and any work derived from these files must include and 
respect the original copyright notice (copied here):


-------------------------------------------------

Copyright  2003 Antti Suuronen 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.

-------------------------------------------------
