FILENAME: 
             Fritz_glider_302_WIP0.05.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.05 //WIP
RELEASE DATE: 
             WIP only (playable on-going testing tweaking)
AUTHOR:      
             TomTom
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map glider_302.  

             This is the ongoing wip for the glider (version 3.02) project.

	***************************************************************************
	**    NOTE!!! MAP BSP NAME IS SAME AS PREVIOUS VERSIONS OF GLIDER        **
	**            BUT USE OF THESE WAYPOINTS WITH VERSIONS OTHER THAN 3.02   **
	**            WILL SURELY LEAD TO FRITZBOT ET CRASHING!!                 **
	***************************************************************************
 
MAP LINKS:
	    Mappers site:
	     http://www.pythononline.co.uk/et/
	     http://194.105.134.136/tibet/etmain/
             
	    Other sites:
	     http://www.seashadow.it/listing/etmain/glider_302.pk3
	     http://www.wolfmap.de/details.php?file_id=2191
	     http://returntocastlewolfenstein.filefront.com/file/Glider_302;79513
	     http://www.enemyterritory-stuff.com/maps/glider_302.rar (bad link?)

USAGE:       
             Find the map on the web and place the mapfile glider_302.pk3 into 
             the directory \etmain.  Place this file Fritz_glider_302_WIP0.05.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map glider_302 [or the campaign glider_302_3...]
                  -- OR --
             Open the console (`) and type  
                  \map glider
                  -- 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 glider 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign glider_8_test

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
  11135   13-07-2008  17:34   BOTS/SCRIPTS/glider.aiscript
  26043   13-07-2008  18:18   BOTS/MAPS/glider.nav
    196   09-02-2008  07:36   BOTS/nedd3h.bot

    678   13-07-2008  19:00   CONFIGS/glider.bots
    129   13-07-2008  19:06   CONFIGS/glider.cfg

          13-07-2008          README-_glider_302_rev0.05.txt

 132089   13-07-2008  16:49   maps/glider.script

    286   20-07-2007  07:36   SCRIPTS/glider_8_test.campaign

CHANGES:
 	 0.05 WIP - by TomTom July 13 2008
	      - Too many changes to list all and the older changes I have forgotten
	      - Major changes include;
		Reducing priority of hopper pump construct (alas that creates a few no goal messages)..
			..moved construct to behind crates for cover
		Added a fake major construct action at cp (not certain it helps)
		More fake entites including a glider flying fake action 162 bit accumulator
		Adding a no entity dynamite at generator so as to avoid the last second defuse bug 
		   (and axis are less likely to defuse now due to position)
		Added a suicide jump so bots can respawn at the allied command post faster
		Added a roam and camp in the garage to move tank to first barrier and ...
			...moved one dyno plant to use resulting cover
		Routes added to encourage some axis to flank the outpost mg when trying to recapture it
		Lots of other routes added (proper route testing will be a Bit..!)
	      - Added a corpse content func_fakebrush to make glider cockpit bullet proof from near the pylon 
		to about the lake (axis bots are too accurate sniping etc. the allied bots)  
		This also will stop panzers with likely mixed results.  
		Near misses will now explode in proximity of glider and do splash damage.  
		Direct hits may do slightly less damage.  Shooting a panzer from the launch platform 
		(the easiest aim in a laggy client) will likely explode early near the pylon.
	      - Added 4 new temporary cvars (allied_obj1-4) to monitor allied success rates
	      - Lots of new paths, nodes and tweaks (e.g. 2 slide down paths near garage)
 	 0.04  - FYI was never released as a few weeks of aiscript changes were lost.
 	 0.03 WIP - by TomTom August 3, 2007
	      - lots of tweaks, new actions, routes and nodes
	      - new Axis dynamite and satchel actions to destroy glider on outpost catapult
	      - new snipe and fieldop camps to improve fight against tank
	      - corrected (I think) tank ent num, but bots still not mounting tamk mg42.
	      - better routing at outpost in support of ME109 tank attacks (bot success is still only one attack every 3 games)
	      - fake brush at compound's generator tank so bots need not get on top of gen to defuse.  (also a node added on top of gen)
	      - added an extra axis fieldop to bots file 
	      - added debug messages to script file
 	 0.02 WIP - by TomTom July 22, 2007
	      - lots of tweaks, new actions, routes and node paths
	      - action group 7 added - support for the fight to regain the outpost
	      - support for 2nd tank barrier
	      - campaign test show it can't be first but otherwise works (if a bit unbalanced)
	      -
         0.01 Initial WIP snapshot - by TomTom July 20, 2007
	      - Nodes widely spaced for quick testing (fill in later)   
         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70b Final beta)
         (1) Some allied engr bot zombies when the glider is in flight are expected 
		since those who don't fly are disconnected 
	     from 2 higher priority actions for a minute plus.
	 (2) Bots are not intended to use bucket cablecar system, nor the Nebel rocket launcher thingy
	 (3) ET may disconnect complaining of "no more entities" like Baserace.  
		Keep the teams small with only one field op per please.
	 (4) There may be points where some classes may appear to lack actions 
		(cvops at ruins spawn before assault ramp is built)
	 (5) Map cannot be first in a campaign (mapper 2bit intended it for S.O. or S.W. modes).
	 (6) no goal messages at start of map relate to only low priority actions being available initially.  
		These and other no goal messages I should try to minimize (can't eliminate alas)

TO DO:  Stage 3
        (7) Add more routes for attack and deliver,  and COMPLETE ROUTE TESTING
        (9) Add Axis end of map defensive camps (group 19)
        (10) Balance testing (currently between 2.5:1 and 3.5:1 Axis:Allies))


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPERS 2bit.
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 (www.tibetclan.com).

Version	3.0.2   (Created by 2bit May 2007)
