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Kate

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About Kate

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  • Birthday 03/14/1983

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  1. Version 1.0.0

    2 downloads

    1 /Windows 32-bit installer (size 12.645 MB) (works with 64-bit) 2 / Mac os 3 / linux
  2. Version 1.0.0

    13 downloads

    source Hellreturn (discord) open the zip , run the .bat like an administrator Host File to block ET Redirect master list issue Download and Run the batch file as Administrator on your PC. It will add entries to your host file and Firewall so that it auto blocks your PC from joining clan, abusing master list servers. Please ask for support if you are still having issue. run this once and try it has to modify the hosts system file, which prevents to exploit certain IP addresses by redirecting them in local (localhost) but the best is to install ETL you will not see the master servers list messed up
  3. Kate

    KATE

  4. ETS SERVERS ET-All-Version: so players from any ET version 2.55, 2.56, 2.6 & 2.6b can join our servers. Silent mod 0.90 main USA server http://et.splatterladder.com/?mod=serverinfo&idx=760215 ETPUB 1.00 USA server (used sometimes for events with other mods http://et.splatterladder.com/?mod=serverinfo&idx=759462 ETLegacy mod 2.75 / silent 0.90 USA Snipers server XP saved http://et.splatterladder.com/?mod=serverinfo&idx=761132 ETLegacy mod 2.75 /nitmod 2.31 EUROS server http://et.splatterladder.com/?mod=serverinfo&idx=761179 Rules: https://enemyterritory-stuff.net/forums/topic/58-servers-rules/ Rotations: https://enemyterritory-stuff.net/forums/topic/495-rotations-05-13-2018/ You will be always missed Richard & Talon at ET https://www.facebook.com/richard.duprel?fref=hovercard&hc_location=chatMar 20, 1980 – Dec 27, 2008 (Age 28) Richard Duprel http://www.legacy.com/obituaries/schuylkill/obituary.aspx?n=adam-michael-donella&pid=121937059 Adam M. Donella Mahanoy City, Pennsylvania
  5. Version 1.0.0

    4 downloads

    Author : FischCommand Location : Germany E-mail : neuschwaben(_AT_)k-fisch.de Game : Wolfenstein - Enemy Territory (Multiplayer Map - {obj}) Screenshots : http://www.k-fisch.de/et/neuschwaben.html ------------------------------------------------------------------------------ 1. English Language: ------------------------------------------------------------------------------ STATUS: Final2 ------------------------------------------------------------------------------ BUG: Game balance: If Allies conquered the flag in stockroom/warehouse the Allies spawn forever in Cafeteria (Cantina) now. But Allies must defense the flag for one minute! Now somewhat more easily for the Allies Team. chg: Guard fence into air duct now destroyable made (only func_explosive) chg: Access rights for team doors (in both main spawns) changed. chg: The standard poison basins were strengthened in its effect something (before: -5 health points, now: -10 health points) ------------------------------------------------------------------------------ Briefing: 1946, North Norway: Briefly after end of war, a secret SS-Command fled consisting of former coworkers Werner von Braun's to North Norway and built an enormous, self-sufficient underground aircraft factory. The purpose was to manufacture newly developed "Reichsflugscheiben" which placed every other fighter or other missile equipped with completely new technology into the "shade". The new fuel of this so-called "Reichsflugscheibe", contained an up to then unknown chemical-toxic substance, those the missile on the 5-fold Speed of sound brought (Mach 5). A goal of the Allierten is it to infiltrate the SS-basis and that just finished and successfully tested prototypes of the "Reichsflugscheibe". Destroy both Reichsflugscheiben and STEAL the Secret Documents! The code name for this secret action reads "silver penguin". Axis: Primary objective: - Don't let the Allies destroy both Reichsflugscheiben! - Don't let the Allies steal the Secret Documents Secondary Objective: - Defend the Forward Spawn in stockroom/warehouse - Don't let the Allies destroy the Guard Wall for air duct - Don't let the Allies construct a Ladder/Elevator to Ground Zero - Construct a Guard Door for the lower Entry - Construct a Safe Door for Secret Documents - Don't let the Allies build a command post - Turn the valve to enable toxic water and destroy ladder to objective Allies: Primary objective: - Destroy both Reichsflugscheiben of the Axis - Steal the Secret Documents of Reichsflugscheibe Secondary Objective: - Capture the Forward Spawn in stockroom/warehouse - Destroy the Guard Wall for air duct - Construct a Ladder/Elevator to Ground Zero - Destroy the Guard Door for the lower Entry - Destroy the Safe Door for Secret Documents - Construct a Command Post - Turn the valve to disable toxic water and build a ladder to objective ------------------------------------------------------------------------------ 2. German Language (Deutsch): ------------------------------------------------------------------------------ STATUS: Final ------------------------------------------------------------------------------ BUG: Aufgrund der Spielbalance wurde der Spawn zum Vorteil der Allies folgendermaßen geändert: Bei Eroberung der Flagge von den Allies im Lagerraum und wenn die Flagge 1 Minute lang gehalten wird, gilt der neue Spawn für die Allies dauerhaft in der Kantine. chg: Schutzgitter im Luftkanal kann jetzt einfach zerstört werden (nur func_explosive - Eigenschaft) chg: Zutritt zu den Spawnräumen (Team-Türen) sind nur noch für das betreffende Team (Axis,Allies oder für den jeweiligen cvops) erlaubt chg: Die Standard-Giftbecken wurden in ihrer Wirkung etwas verstärkt (Vorher: -5 health Punkte, Jetzt: -10 Health Punkte) ------------------------------------------------------------------------------ Situation/Briefing: 1946, Nord-Norwegen: Kurz nach Kriegsende, flüchtete ein geheimes SS-Geheimkommando bestehend aus ehemaligen Mitarbeitern Werner von Braun's nach Nord-Norwegen und baute eine riesige, autarke unterirdische Flugzeugfabrik in "Neuschwabenland" Das Ziel war, neu entwickelte "Reichsflugscheiben" zu fertigen, die mit völlig neuer Technik ausgestattet, jedes andere Jagdflugzeug oder anderen Flugkörper in den "Schatten" stellte. Der neuartige Treibstoff dieser sogenannten "Reichsflugscheibe", enthielt eine bis dahin unbekannte chemisch-toxische Substanz, die den Flugkörper auf die 5-fache Schallgeschwindigkeit brachte. Ziel der Allierten ist es, die SS-Basis zu infiltrieren und die soeben fertiggestellten Prototypen der Reichsflugscheiben zu zerstören! Außerdem sind die geheimen Pläne der Reichsflugscheibe zu stehlen und entweder beim Funkmasten an der Oberfläche oder im 1. Axis Spawn bei der Funkanlage abzuliefern. Der Deckname für diese geheime Aktion lautet "Silberpinguin". Axis: Primärziele: - Verteidige die neu entwickelten beiden "Reichsflugscheiben" - Verteidige die Pläne der Reichsflugscheibe" Sekundärziele: - Erobere die Flagge (Forward Spawn) - Konstruiere den Schutzwall für den Luftkanal - Zerstöre die Leiter mit Mini-Aufzug - Konstruiere eine Schutztür am unteren Eingang - Konstruiere die Command Post im Lagerraum - Konstruiere die Tresor-Türe für die Geheimdokumente - Aktiviere das Drehrad um die toxische Substanz zu aktivieren und die Mini-Leiter zum Objective deaktivieren Allies: Primärziele: - Zerstöre die beiden neu entwickelten "Reichsflugscheiben" - Entwende die geheimen Pläne der Reichsflugscheibe" Sekundärziele: - Erobere die Flagge (Forward Spawn) - Zerstöre den Schutzwall für den Luftkanal - Konstruiere eine Leiter mit Mini-Aufzug - Zerstöre die Schutztür in der Nähe des unteren Einganges - Konstruiere die Command Post im Lagerraum - Zerstöre die Tresor-Tür für die geheimen Dokumente - Aktiviere das Drehrad um die toxische Substanz zu deaktivieren und die Mini-Leiter zum Objective aktivieren ---------------------------------------------------------------------------- 3. Special thanks (credits): - to PeKron for his idea of "Neuschwaben" - to cptn circuit (Baserace/Facility Author) for some suggestions and script parts from "Valve", waste_green & shader, toxic_glow as well as the great sound toxic_door.wav. I hope that I nothing forgot. Again many thanks.. - to Marko for some prefabs e.g. the Crane - to "Detoeni (UK)" for his "Alpine Assault Models" (Safe) - to "Chr1s" for "cantina" - to ChickenPizza for his misc. suggestions - to huora (suomi) for his improvement suggestions - to BeoWulV (Author of "Wolfschanze3") for his texture "jass" (card game) http://www.beowulv.ch
  6. Version 1.0.0

    6 downloads

    2 versions for this map // Axis Objective Descriptions 1 "Primary Objective:**Defend our generator." 2 "Primary Objective:**Defend our forward spawn of inspection place." 3 "Primary Objective:**Stop the Allied construct the commnd post.*If constract it,destroy it." 4 "Primary Objective:**Defend our computer." 5 "Secondary Objective:**Stop the Allied build the assault ramp." 6 "Secondary Objective:**Defend the secret cave entrance." 7 "Secondary Objective:**Defend the cave entrance." 8 "Secondary Objective:**Defend the our depot entrances." // Allied Objective Descriptions 1 "Primary Objective:**Destroy the Axis' generator." 2 "Primary Objective:**Capture the forward spawn of inspection place." 3 "Primary Objective:**Construct the command post and defend it." 4 "Primary Objective:**Destroy the Axis' computer." 5 "Secondary Objective:**Build the assault ramp and defend it." 6 "Secondary Objective:**Destroy the secret cave entrance." 7 "Secondary Objective:**Destroy the cave entrance." 8 "Secondary Objective:**Destroy the Axis' depot entrances."
  7. Kate

    Unreal 4 Engine

    this remember me ET with an old mod we played for fun years ag
  8. General mapping information This page contains general information, limits and sizes that are useful to know when mapping for ETJump. All measurements assume pmove_fixed 1 and com_maxfps 125 unless stated otherwise. Player sizes Values are rounded to integers to match grid in Radiant. Actual values for clearances can be lower, as long as they are still bigger than the bbox. Player model size (bbox) - 36x36x72 (XYZ) This is the size of info_player_deathmatch entity. Minimum horizontal clearance - 37 units Minimum vertical clearance Standing - 73 units Crouching - 49 units Proning - 41 units Jumping - 121 units Movement Speed Ground Style Max speed (units/s) Sprint 352 Run 256 Walk 129 Walk + sprint 177 Crouch 80 Prone 67 Groundstrafe 452 Wallstrafe 442 Water If water level is < half of your height (stance dependant), you are still walking normally but your speed is clamped to 267 units/s. Following values assume axial yaw. Non-axial yaw can provide higher speeds. Swimming in water - 160 units/s With 35.5 degree pitch, its possible to swim in water at 195 units/s. Wallstrafing in water - 174 units/s Pitch has no effect when wallstrafing. Swimming on water surface - 196 units/s Assuming 0 pitch, water bobbing, pitch and yaw affect this. Possible to achieve ~235 units/s. Stepup Stepup happens when you are moving against a vertical wall and are within 18 units (vertically) of the top surface. Stepup doesn't happen if the wall is angled towards you from the bottom, unless the top surface is a seperate brush. When stepup can happen, jumping direction from left to right. Jump height The following heights are measured online. Offline results may vary. pmove_fixed 1 - 66 units (48 units jump + 18 units stepup) pmove_fixed 0 - see table below FPS Height (excl. stepup) Height (incl. stepup) < 125 46 64 125/250 48 66 333 54 72 500 37 55 1000 35 53 If the top of the brush you are trying to jump onto is angled, it's possible to jump onto higher surfaces than these. The angle of the top matters; maximum values (with pmove_fixed 1 and com_maxfps 125) are 76 units for a standard jump, and 87 units for a backwards prone jump, when the top is at 45 degree angle. Jump timing Note: due to pmove_msec 8, all jump timings have +/- 8ms margin of error. The times here represent the elapsed time between jumping and landing. Jump delay - 850ms Flat ground jump - 712ms 41 unit jump - 848ms This is the minimum height difference between gamma pads. 64 unit jump - 904ms Fall damage Fall damage is calculated from falling speed, not height. These measurements assume flat ground to flat ground with standard gravity. Falling Fall damage Max height 0 hp 258 units 5 hp 320 units 7 hp 386 units 12 hp 446 units 25 hp 513 units Death >514 units Jumping Fall damage Max height 0 hp 209 units 5 hp 271 units 7 hp 337 units 12 hp 398 units 25 hp 464 units Death >464 units When you take fall damage from a fall/jump, the game applies knockback event on you (slick physics). This lasts for 1000ms for every fall damage event, except for 12hp falls, where it only lasts for 250ms. Map limits Compiler limits Maximum amount of surfaces - 131072 Compiler error - MAX_MAP_DRAW_SURFS (131072) exceeded Any visible surface in the map counts towards this limit. Maximum size of VIS data - 2MB Compiler error - MAX_MAP_VISIBILITY exceeded Common error with gamma maps. Q3map2 creates BSP splits every 1024 units, unless worldspawn key _blocksize is adjusted. Use 0 to stop q3map2 from automatically creating splits in large open areas. Maximum amount of T-Junctions - 65536 Compiler error - MAX_EDGE_LINES T-Junction is created when a vertex is placed along an edge. Because all surfaces are chopped into triangles, this forces q3map2 to create an extra split on a surface to connect the vertex to other vertices. In the picture below, T-Junctions are highlighted with green circles. The top row is incorrectly made, while the bottom row is correctly made. Engine limits Maximum amount of entites - 1024 Game crash - G_Spawn: no free entities Some of these are reserved for the game. The actual limit for map to be playable is 949, but because the game creates entities on runtime (grenades, bodies, medpacks etc.) you should always leave some headroom. Maximum amount of brush entities - 255 Game crash - CG_RegisterGraphics: Too many inline models: N Brush entities are stuff such as script_mover, trigger_multiple and func_static. These count towards standard entity limit. Maximum amount of remapped shader - 32 Game crash - G_FindConfigstringIndex: overflow This is the amount of unique shaders reserved for remapping on the map. Maximum amount of misc_gamemodels - 1024 Game crash - G_FindConfigstringIndex: overflow This assumes static misc_gamemodels. Non-static misc_gamemodels count towards standard entity limit. Maximum amount of sounds - 255 Game crash - G_FindConfigstringIndex: overflow This is the amount of unique sounds referenced by the map. Common errors and warnings ******* Leaked ******* Your map has a hole into void. If it looks like the red line indicating the leak spot goes straight through a structural brush, make sure the shader on the brush doesn't have surfaceparm trans. Entity N, Brush N: duplicate plane Happens when two faces are combined into one by edge or vertex editing. Use brush cleanup to fix. Entity N, Brush N: degenerate plane Happens sometimes when 2 vertices of same face are very close to each other (under 1 unit) due to usage of clipper. Use brush cleanup to fix; often deletes the brush and you have to recreate it. BaseWindingForPlaneAccu: no dominant axis found because normal is too short Related to degenerate plane error. Use brush cleanup to fix. Entity N, Brush N: degenerate patch This can often happen when capping patches. This always happens when you try to cap a cone; Radiant creates a 0x0 cap at the sharp end of the cone, which is a degenerate patch. Delete the patch by selecting it via the error window or by going to Misc -> Find brush... and entering the correct entity/brush number. Backwards tree volume All brushes in your map are detail brushes. SV_SetBrushModel: NULL Most likely cause for this is an improper usage of a special shader in an entity. For example, using an origin shader for trigger_multiple entity causes this error. Another cause is corrupted brushwork in a brush entity, which can be fixed with brush cleanup. Common shaders This list contains common shaders that are useful for ETJump mapping. This is not a comprenesive list; it only includes stuff thats relevant and actually works. Clip shaders for example have variations with different surface sounds, but they are self-explanatory and are not listed here. Stock ET ANTIPORTAL - Combines areaportal and hint into a single shader. Difficult concept to understand (don't understand it myself fully either). Use in conjunction with skip. Some talk about their usage here and here. AREAPORTAL - Blocks VIS by culling everything behind it. Must be placed inside door entities to work. Use in conjunction with skip. CAULK - Solid, invisible surface. Generally any surface not visible to player should be caulk. CLIP - Invisible surface that blocks player movement but lets everything else through. Used for smoothing out movement and to block non-playable areas. CLIPMISSILE - Invisible surface that blocks players, projectiles and entities, but lets bullets through. CLIPWEAP - Invisible surface that blocks everything. CUSHION - Solid surface that disables fall damage. HINT - Structural surface that creates a portal to force a split in PVS. Use in conjunction with skip. SKIP - Structural surface that doesn't create a split in PVS. When placing hint brushes, use this on every surface where you don't want a portal to be created. HINTSKIP - Same as skip, but filters with hint in Radiant. LADDER - Surface that players can grab onto and climb. Note that ladders don't work if vertical angle is under 45 degrees. LIGHTGRID - Defines the area included in lightgrid calculation. Lightgrid has a block limit; this can be used to exclude unnecessary areas from it and shrink each block. NODRAW - Invisible, nonsolid surface. Explicitly marked as a detail brush. NODRAWNONSOLID - Same as nodraw, but doesn't explicitly make the brush detail. NODRAWWATER - Applies water properties to a brush. Use on non-visible faces of water brushes. NODROP - Entities inside this brush disappear when they touch the ground. ORIGIN - Used to define origin point for various brush entities. The center of the brush will become the origin of the entity. SLICK - Solid, slippery surface. TRIGGER - Used for trigger entities. ETJump If you don't see these shaders in Radiant, make sure you have the latest ETJump mapping assets, available here. nosave, overbounce and portalsurface shader functionality can be reversed with worldspawn keys. NODRAWSLAG - Same as nodrawwater, except has slightly lower acceleration scale (0.3 vs 0.5). This is technically a stock shader, but it's not shipped with Radiant. NOSAVE - Players cannot save inside this brush. OVERBOUNCE - Players cannot OB on this surface. PORTALSURFACE - Players cannot shoot portals on this surface. SLICKCUSHION - Surface that both disables fall damage and is slippery.
  9. Version 1.0.0

    3 downloads

    Qtracker Information Easy, One-Click Connecting You're always one click away from playing. Once you've found a server to play on, just click connect and your game will load and automatically connect to the server, so there's no need to remember ip addresses. The Auto-Login feature can even log you in and pick your soldier for games like Battlefield 2142. If a server is full, Qtracker can automatically connect you as soon as a position is available! Players, Rules, Mapshots, and Administration View players, scores, teams, rules, and all other types of server details from one convenient window. Player names are rendered using in-game fonts to support fun-names and colors. Installable Mapshot Packs let you see images of the active map, and are available for most games and modifications. Using the Administration tab you can execute server commands remotely and see the results. You can even see formatted player conversations, deaths, and other log events on Half-Life 1 and Half-Life 2 engine games. Region Filtering Don't waste time querying servers you'll never play on. Over 400 regions are included with flag icons, covering all of the continents and most countries/states. Server Filtering Advanced filters allow you to see only the servers you want to. Many filters are available for download for most games and modifications, but it's easy to create your own filters with just a few clicks. Themes Express your individuality using Windows Theme (.msstyles) files. Thousands of Themes are freely available on the Internet from websites such as deviantART and SkinBase.org. Panes Panes allow you to arrange the interface to meet your needs. Panes can be moved, hidden, and inserted or tabbed into other panes. Auto-hide pins permit panes to conveniently collapse away when not in use, but will re-appear when you hover over them. If you've ever played a multiplayer game on your PC, the in-game server browser has probably left you wanting more. Qtracker lets you say goodbye to the in-game browser, forever! From the convenience of one program you can manage all of the games you play, whether they're on the Internet or your LAN, without ever having to load a game. Find your friends, find new servers, watch games in progress, administer servers, and tons more. Qtracker supports over 100 of the most popular multiplayer games, and is actively supported with regular updates. Complete listing of supported games.
  10. Kate

    etlegacy + other mods

    testing some mods with etlegacy working: silent , nitmod not working ( server s crashed ) : infected (Attempting to clean up. ==== ShutdownGame ==== ShutdownGame: ------------------------------------------------------------ ----- Server Shutdown ----- Sending heartbeat to etmaster.idsoftware.com Sending heartbeat to master0.etmaster.net ^2<EndGame> ^2-- Script System Info -- ^2Current Memory Usage 1.73591 MB ^2Soft Memory Usage 1.6 MB ^2Hard Memory Limit 2 MB ^2System Memory Usage 1.78982 MB ^2Full Collects 1 ^2Inc Collects 0 ^2GC Warnings 0 ^2Threads: 3, 3 Running, 0 Blocked, 0 Sleeping ==== ShutdownGame ==== --------------------------- Sys_Exit warning - PID file doesn't exist /xxxxx/yyyyyy/infected/etlegacy_server.pid Network shutdown.
  11. Version 1.0.0

    4 downloads

    0.86 ET Change Log === BOT === Added function MapGoal.SetEntity Added Wp.SetWaypointFlag parameter can be a regular expression Added WatchForEntityCategory can be used to detect landmines Added gm script can have UTF-8 BOM Added version number is printed to console when Omni-bot is initialized Improved bots join game faster after server starts if maxbots>0 Improved players info is in the Server table already in OnMapLoad Changed draw_goalroutes doesn't draw disabled routes Changed new waypoint has prone flag if the player is proned Fixed soldier with mobile mg42 does not shoot heavy vehicles Fixed goals with same names were swapped in NoQuarter Fixed waypoint_setname of closed waypoint Fixed command goal_save prints error if file can't be opened Fixed SetGoalRole printed error message if role was persistent and goal did not exist Removed path planners navmesh, floodfill, recast === MOD === Improved command /entitylist prints type names instead of numbers Fixed goal entities of multiple MG42s at the same position (on baserace map) Fixed function GetEntityOwner returned dead player after gold was dropped and taken by another player === GOALS === Fixed covertops don't steal uniform when carrying objective Fixed PLANT goal was always delayed 35 seconds even if defused Fixed medic don't deliver medkits to player who is mounting tank Fixed rendering of Stance property Fixed medic sometimes did not give medkits to revived player Fixed BUILD goal created by user could not be saved Fixed roaming bots were going to position of MOUNT goal Changed MinPlayersForMortar is number of players for one mortar (2*MinPlayersForMortar players are needed for 2 mortars) Changed MinPlayersForMobileMG is number of players required for one mobile mg42 Changed cover spot priority from 2.0 to 0.81 Changed medic don't team-kill player at mg42 Changed medic can revive nearby player when going to cappoint Changed only one medic or fieldops delivers supplies to a player Changed soldier with mortar asks for ammo less often Changed resetxp is enabled in all mods except etmain, but it must be enabled in shrubbot.cfg === SCRIPTS === Changed all bots disconnect if maxbots is 0 Optimized Util.ProcessMovers === WEAPONS === Changed bots get more ammo packs from ammo cabinets === COMMANDS === Improved cleargoalflags removes ammo, health, crouch and prone --------------------------------------------------------------- 0.85 ET Change Log 64-bit ET:Legacy is supported === BOT === Added functions IsNull, SetGoalRole, ClearGoalRole, GetLocalCommand, Wp.GetClosestWaypoint Added waypoint navigation flag INFILTRATOR Added function Log has optional parameter: 0=info, 1=warning, 2=error, 3=critical Added path not found message if goal is unreachable Added parameter to SetAvailableMapGoals to ignore error if goal does not exist Added constants DEBUG.FPINFO, DEBUG.EVENTS Added timeout when bot is waiting for a medic Added waypoints are loaded from nav and incomplete_navs folders Added bot has default spawn point at start Improved ReloadGoalScripts replaces scripts for all bots, it's not necessary to kick them Improved navigation at beginning and end of path Changed current goal is not aborted if bot is stuck and finds new path to the goal Changed ScriptGoal is delayed or disabled after script exception Changed global Server table is initialized even if map has no waypoints Changed IsStuck returns true if StuckTime is equal to parameter Changed functions SetGoalPriority, SetMapGoalProperties, SetGoalRole, ClearGoalRole print error message if goal does not exist Fixed crash in Omnibot_LoadLibrary if omnibot_et.dll was not a valid Win32 application Fixed function UnitCircleNormalize Fixed IsStuck returned false if bot was stuck and jumped Fixed IsEntityValid called GetEntityClass if entity handle was invalid Fixed gm table indexes of type Vector3 Fixed current goal was instantly aborted if LimitTo was used inside Enter Fixed deleted ROUTE goal remained visible Optimized updating blocked or dynamic paths Optimized Goto if bot is already at destination Removed goal loading and weapon loading messages from log file === MOD === Added injure command has optional parameter new health Fixed DEFUSE event was not triggered if player was between dynamite and objective Fixed Axis engineer got XP for defusing his own dynamite Fixed error SP_team_WOLF_objective exceeded MAX_MULTI_SPAWNTARGETS Fixed some interface functions could crash if entity handle was invalid === GOALS === Added Wait property to BUILD goal to wait after objective is constructed Added timeout message to SWITCH goal Changed medics don't kill teammate who is carrying a flag Changed MOUNT goal offsets are ignored if bot is already near tank Changed disablecm property of CAMP goal is toggled if goal_setproperty command has only 1 parameter Improved Util.SetMaxUsersInUse can be used to limit number of planted dynamites Improved bots don't use occupied offsets of ESCORT goal Improved medic does not reload after every bullet when killing teammate for revive and he gives medkits if he fails to kill Fixed all CAMP goals were aborted every 3 seconds if tank was mouted by human or enemy Fixed bots often killed themselves in combat Fixed bots were stuck forever if they met in a narrow corridor Fixed engineer waited 0.25 seconds before planting dynamite Fixed ESCORT, MOUNT, RIDE goals are delayed only once and not after every spawn or revive === SCRIPTS === Added Util.GetGoal, Util.GetGoals, Util.RandomChat, Util.GetPriority Added Util.MapDebugPrint writes warning to log file if last parameter is 2 Added Util.ScriptDebugPrint writes warning to log file if message is printed to console Added Util.OnTriggerPosition parameter can be Vector3 instead of waypoint name Added all pathfailed messages contain waypoint UID and blackboard delay is randomized Added AxisBotPrefix and AlliedBotPrefix in et_botnames_ext.gm Changed Util.GetTableValue is case insensitive Changed LimitToClass, ExcludeClass, RollCall moved from ETUtil to Util Changed Util.RandomSpawn does not run in new thread Changed Util.ChangeSpawnForRole changes spawnpt in Map.Roles table Fixed some functions (Util.SetMaxUsers, Util.OnTriggerPosition, ...) did not print any error message if goal did not exist Fixed error in Util.UpdateSwitchData if WaypointName was undefined Removed Util.AddBotKickWhenDead, Util.WaitForPlayerSpawn, Util.FollowWaypoints, Util.SetPropertyTeamClassGoal, Util.BotsWithGoal, Util.TeamClassCounter, Util.TestGoalPriorities, Util.AllTeamPlayers, Util.QueryGoal Removed global table bot.QueryGoalsTable === WEAPONS === Added KNIFE_KABAR, MOBILE_BROWNING, MORTAR2 in NoQuarter 1.2.7 or older === COMMANDS === Added help with parameter prints usage info for that command Added debugbot parameters planner, steer, target Added waypoint_unsplit command Changed bvp and cvp has only 2 parameters - goal and time Removed bvpo and cvpo commands Removed debug command Removed assignment to variable in trigger_bounds Improved waypoint_stats prints number of connections Improved tracearty all prints goal names Fixed waypoint_mirror of selected waypoints === TOOLS === Route Maker does not require windows-1252 code page, output script is copied to clipboard === WAYPOINTS === 1944_huertgen_final2x_mas alps2_pb capuzzo castle_trap cathedral_te ctf_cradle ctf_temple_b1 element_b4_1 et_november frost2_final highnoon mia1d mp_communique oldbones_b1 praetoria_m3 rabenhorst_final road2amiens_b2 steal_v1 storage_facility_fp targetpush temple_of_dal t_whatever uje_mall uje_trainstation watten zombie_city --------------------------------------------------------------- 0.84 ET Change Log infected mod is supported === BOT === Added 0.71 interface (NoQuarter 1.2.7) Added trigger Flag dropped Added new functions IsCarryingFlag, CanGrabItem, GetNearestDestination, GetAllEnemy, GetAllAlly Added TraceLine returns contents and surface Added DistanceBetween and DistanceTo parameters can be MapGoals Added GetGoals and QueryGoals have parameter Sort (values are none,priority,name,random) Added GetWaypointByGUID and GetAllWaypoints return waypoint name in result table Added Goto parameter can be a table of vectors Added HasAmmo can have 2 parameters (ammotype, amount) Added GetNearest,GetNearestEnemy,GetNearestAlly can search for multiple classes Added constants SURFACE.SLICK and SURFACE.LADDER Added file names in gm script error messages Added et_autoexec_user.gm is executed after et_autoexec.gm Added SetAvailableMapGoals 3rd parameter can be a table of goal expressions Changed MaxUsers trackers are separate for each team Changed QueryGoals and GetGoals delete all items from table before writing result Changed GetGoals does not sort goals by priority Changed console commands are sent to goals even if they are handled by global Commands table Changed BlackboardDelay,MarkInProgress,MarkInUse do not require mapgoal parameter Changed blocked waypoint connections are visible, color is dark grey Changed errors from SetAvailableMapGoals are printed by Util.MapDebugPrint Fixed crash if dlclose fails (if Jaymod is used without LD_PRELOAD) Fixed crash in ClientJoined event Fixed Finished did not work inside Enter callback Fixed condition if(vector) failed if vector.x was zero Fixed GetUsePoint Fixed ConfigGet with 2 parameters saved null to config file Optimized region triggers Optimized initialization of file system and weapons Removed options [Script]/Debug, [Script]/EnableRemoteDebugger, [Debug Render]/EnableInterProcess, [Downloader] Removed empty lines in error messages === MOD === Added killing messages can be disabled by cvar cg_obituary Added cvar omnibot_render_distance to limit waypoint drawing distance from the player Added spectator position on the map Changed InitialDelayTime can be less than 10 seconds on dedicated servers Changed drawing does not use boost interprocess library Changed spectator can see all players on the map Changed warmup can be less than 10 seconds Changed message "Omni-bot Loaded Successfully" is printed only after successful initialization Fixed spectator position was wrong and spectator could not edit waypoints Fixed GetEntityOwner sometimes returned invalid entity Fixed crash if print parameter was too long Fixed UpdateGoalEntity was called even if omnibot_enable was changed from 1 to 0 Optimized drawing of waypoint radius Added version info to DLL files === GOALS === Disabled waiting for medic in NoQuarter mod because of weapon spread bug Removed many useless properties from goals gm file in nav folder Changed high level goals were moved from library to gm scripts Changed ROAMING goal chooses any goal available to bot's team, ignoring class and MaxUsers Changed DEFUSE goal prefers dynamite which has been planted sooner if there are 2 dynamites at the same objective Changed FLAGRETURN goal has limited range Changed REVIVE is disabled on ice Changed Covertops don't steal uniform when mounting mg42 Changed resetxp is used only in Jaymod, NoQuarter, Bastardmod, ETBlight Improved MOUNTMG42 can be used concurrently by both teams (neutral mg42 in goldrush) Improved soldier does not shoot MORTAR if stupid fieldops stands in front of him to deliver ammo Added timedout message in CHECKPOINT, REVIVE, MOUNT, MOUNTMG42, REPAIRMG42 Fixed priority was not reset to zero after map goal became unavailable Fixed new ARTILLERY_S or ARTILLERY_D goals were sometimes created in ground Fixed disguised covertops was shooting and lost disguise Fixed error if test bot was kicked during Goto Fixed GRENADE did not work in NoQuarter mod if goal had Count=1 === SCRIPTS === Improved server manager to balance number of humans and bots Added Util.ChangeCrucialClassForRole Added Util.QueryGoal, Util.InvalidGoal, Util.RouteTo Added region type in debug messages when entering/exiting re-usable region trigger Changed debug messages in disablepush,disablecm,breakabledist regions are printed only for bots Changed Util.UpdateSwitchData is called automatically by paththrough switch === WEAPONS === Added throwable knives in etpub mod Added WeaponType "item" Added BAZOOKA in Legacy mod Changed rifle grenades have limited range Changed SetDesirabilityRange can be less than DefaultDesirability Changed sniper weapons have smaller AimError Fixed flamethrower was used at long distances (bug in 0.83) === COMMANDS === Added cleargoalflags command to delete obsolete 0.71 goal flags Improved sag command (ShowActiveGoals) prints priorities and roles Improved sei command (ShowEntityInfo) prints entity categories Improved rollcall command prints roles, goal, weapon, ammo, health, difficulty, view distance, reaction time Improved tracearty command renders pink line to point of collision if trace fails Fixed difficulty, resetxp and maxxp commands are listed in help and they don't need connected bots Fixed kickbot command worked only for ID, but not bot's name (bug in 0.83) Removed TestMap conditions and ShowMovers from makemapgm command Removed commands showscriptgoals, console, tbr, aim_debug, fixoffsets, fixnext === WAYPOINTS === 1944_cherbourg2 1944_nordwind 1944_nordwind_summer airassfp1 battle_chess_sniper black_forty_four_sniper capuzzo_b3 ds_bunkers_b2 erdenberg_b3 es_puffo_sniper fragmaze_fixed north_italy_sniper radar_summer raid_b4 santas_grotto_v1_2 sniper_from_mars transylvania uje_city_patrol uje_gondola_sniper uje_parking xmas_bol_sniper --------------------------------------------------------------- 0.83 ET Change Log ETBlight and Bastard mods are supported === BOT === Added cvar omnibot_logsize (maximal file size in KB), -1 will disable logs, 0 will overwrite file every match Added script goal property LimitToNoClass Added you can pass 0 for all teams to MapGoal.SetAvailable and MapGoal.SetAvailableInitial Added WeaponFireMode.AimOffsetZ Changed log files are written to omni-bot/et/logs (if the folder exists) Changed initialization is logged only if LogInfo is true in omni-bot.cfg Changed waypoint property is cleared if value is empty string Improved Server table is immediately updated when players connect or disconnect Improved help command is sorted Fixed memory leak caused by GameMonkey threads Fixed crash in AddBot if bot is kicked in ClientUserinfoChanged Fixed jumplow waypoint flag did not work at tank barrier or pile of box crates Fixed weapon mask was 64-bit and could not be used for mod specific weapons, now it's 128-bit Fixed InFieldOfView returned correct result only if bot had same Z coordinate as enemy Fixed DrawTrajectory was not accurate Fixed CalcTrajectory always returned null Fixed CheckCharged parameter of HasAnyWeapon Fixed Utils::ConvertString returned true even if string could not be converted Fixed some console commands expected integer parameters, but got float Fixed waypoint connection remained closed after blockable flag was removed Fixed new connection between blockable waypoints was not blockable Fixed crash if there was error in waypoints file Fixed bot killed himself after command bot.Enable(false) Fixed stuckage if paththrough navigation called Goto to unreachable destination Fixed soldier with mortar waited forever if some aim vector was out of range Fixed aim vector of mortar and script goals was sometimes imprecise Fixed bot sometimes could not reload if two weapons needed to be reloaded Fixed GetRandomWeapon Fixed indentation in log files === MOD === Added display scriptName and targetName for /entitylist command Fixed fake client lua script exploit === GOALS === Added target property to MOBILEMORTAR goal Added coversplit property to PLANT goal Added multiple aim modes for MOUNT goal, they can be set by ETUtil.SetAimModeForMount Added Stance property to DEFUSE goal, can be set only from trigger and only "prone" value is permitted Changed ATTACK goals are limited to 3 bots in progress Changed AIRSTRIKE,ARTILLERY,MOBILEMG42,MOBILEMORTAR,SNIPE goals are limited to 1 bot in progress Changed bot on CAMP goal selects his primary weapon (shotgun, panzer, ...) Changed bot can say "Hold your fire" more than once per match Improved priority to pick up medkits depends on current health Improved ESCORT goal, stucked bot can jump or repath Improved MOBILEMORTAR orientation when goal has multiple facings Fixed REVIVE goal in some mods if dead players have health<=0, but don't have DEAD entity flag Fixed MOUNT goal was not blackboard delayed after Timeout Fixed bot killed himself if he stucked near tank and then successfully mounted the tank Fixed stance property could be set to wrong values === SCRIPTS === Added ability to give unique names for re-usable region triggers Added sniper war and panzer war in Jaymod or n!tmod are detected in autoexec Changed Util.ListTableMembers prints both keys and values Fixed Server.MinBots Fixed script errors when bot is kicked from server === WEAPONS === Changed VENOM aim offset and aim tolerance Changed engineer will not detach rifle grenade on camp goals Changed weapon desirabilities Fixed bots always aimed at head with mod specific weapons (shotgun, mp34, sak47, ppsh, rpd, ...) Fixed bots could not use ammo cabinets when they have some mod specific weapons (stg44, mp34, m79, madsen, ...) Improved skilled soldiers can reload mobile mg42 in NoQuarter or n!tmod Improved melee weapon is used to attack only if distance is within range Optimized some weapons cannot be reloaded and some weapons don't require ammo Removed unused weapon properties === COMMANDS === Added trigger_bounds command supports writing the RegionTrigger.Create function call to file Added optional TRACE parameter to showentityinfo command Changed command botgoal prints MapGoal name, not ScriptGoal name Fixed difficulty command could not change difficulty of newly added bots, dead bots or bots waiting for a medic Fixed difficulty could not be set to -1 which means random difficulty Fixed difficulty could be set to 7, but maximal difficulty is 6 Improved command ab is much faster, it can add 20 bots per second Improved command waypoint_view prints error message if drawing is impossible === WAYPOINTS === 1944_huertgen 2dom1 afd_beta5 ammodepot barrocas_base_b8 byzantine cherbourg country_road_jp denoflions_etdual duplex_towers es_alamo_sniper es_garden_sniper es_ziggurath_sniper_night_b2 et_mor2_night field_hq_b4 flame-guards fueldump_uvf intel_center kings1 lostparadise mlb_daybreak mp_base mp_theriver_2nd negoshk_b2 op_lucky_a2 password2 resurrection snatch2 tankbuster uje_convoy_final uje_fantasie_sniper uje_oil uje_parking_sniper uje_snowy_sniper uje_warzone --------------------------------------------------------------- 0.82 ET Change Log === BOT === Optimized path planner (thx palota) Optimized sensory memory (thx palota) Updated ladder navigation (thx palota) Fixed ENT_ENTER_RADIUS to fire if bot is already within radius (thx palota) Fixed QueryGoals to randomly shuffle all returned goals (thx palota) Fixed ScriptGoal.LimitTo issues (thx palota) Fixed SetAvailableMapGoals was enabling all goals if parameter 3 was not a string Disable LookAroundState at doors (thx palota) Fixed Route nodes to work on slopes (thx palota) Fixed SetMapGoalProperties to work inside trigger functions (thx palota) Fixed MapGoal.RemoveWithEntity (thx palota) Fixed logger error masks (thx palota) Fixed OnSpawn callback was being called twice (thx palota) Fixed some events were not always fired (thx palota) Fixed paththrough goals were able to be interrupted (thx palota) Fixed ignore player command to work on players that are mounted on fixed mg42's (thx palota) Added paththrough property set on waypoint does not require reload (thx palota) Fixed b.HasRole, b.HasPowerUp, b.HasAnyEntityFlag, and b.HasEntityFlag to check all parameters Changed PostMapLoad to not require a map script Fixed mg.SetRoles and mg.ClearRoles to preserve existing roles Fixed b.SetRoles and b.ClearRoles to preserve existing roles Fixed duplicate GetPriority calls when a bot spawned Fixed crash in waypoint_mirror command Aliased ET_CLASSEX_TREASURE as TRIPMINE to preserve compatibility with mods Fixed script goal OnSpawn callback Fixed option table parameter in GotoRandomAsync and GotoRandom script functions Fixed potential buffer overrun in CheckWaypointForGoal Updated PHYSFS from 1.1.1 to 2.0.2 === MODS === Added support for tripmine usage in silEnT mod ( thx gaoesa and TheSilencer ) Fixed weapon usage for some etnam and silEnt mod weapons Fixed several weapon id conflicts Fixed remove weapon event to not be called when a bot goes to limbo Fixed defuse event to always be fired Fixed suicide flag for bots to be cleared on death Fixed b.IsWeaponCharged() for Adrenaline in NoQuarter === GOALS === Improved Revive goal behavior Added support for interrupting Defuse goals for higher priority Defuse goals Fixed high cpu utilization in goal_paththrough_navigation (thx palota) Fixed bug in UseCabinet goals that was causing high cpu usage (thx palota) Improved goal selection to be random for equal priority goals rather than sequential (thx palota) Optimized goal_useswitch (thx palota) Fixed goal_paththrough_useswitch behavior while bots are riding in movers (thx palota) Fixed bots could not shoot fixed mg42 if reloading while mounted (thx palota) Fixed bots aim position after being revived in goal_mobilemg42 (thx palota) Fixed goal_checkstuck to allow enough time for revived bots to be able to move (thx palota) Updated goal_combatmovement to include unscoped sniper weapons (thx palota) Fixed several issues with goal_covertops (thx palota) Optimized goal_voicechat and goal_deliversupplies (thx palota) Fixed issues in goal_watchforprojectile (thx palota) Fixed evaluation used by bots to determine when to reload (thx palota) Fixed FlagReturn goal to not query for "Flag.*" (thx palota) Improved goals file to not save RandomUsePoint or Range if the value is 0 (thx palota) Added optional UseAsync property to goal_paththrough_useswitch Fixed dispenseammo to not activate when a bot is revived (thx palota ) Added traceline property to grenade goal (thx palota ) Added count property to grenade goal to limit number of grenades thrown (thx palota ) Disabled 0.71 style high level script goals Fixed weapon restriction related issues in camp goals Added several improvements to goal_checkstuck (thx palota ) Added bots will search for unarmed dynamite at plant goals Added disablecm property to camp type goals to disable combat movement Added several improvements to goal_selectweapons (thx palota ) Fixed issues with goal_paththrough_artillery Added support for healing with needle in deliversupplies goal Fixed issues with delivering supplies to mortar and mobilemg42 camp locations (thx palota ) Improved goal_mobilemg42 aiming (thx palota ) Added "peek" stance to camp type goals for duck and cover emulation Moved checkpoint goal to script Moved defuse goal to script Moved repairmg42 goal to script Moved revive goal to script Fixed distance tolerance for plantmine and mortar goals Added Range property to script goals Added RandomUsePoint property for randomizing position for bot to use a goal Fixed bots sometimes not delivering objectives === SCRIPTS === Added InitializeRoutes script function for Map scripts Added regular expression support for route tables (thx palota ) Added Util.ScriptDebugPrint with filtering capability Added support for passing a table of roles to util functions that set and clear roles Fixed issues in server_manager.gm Deprecated ETUtil.SelectWeapon() (thx palota ) Added ability to globally disable specific weapons for bots Added et_weapontables.gm (thx palota ) Fixed issues with the role manager (thx palota ) Moved ClassPrimaryWeaponChoice from global to bot Removed death event from class manager (thx palota ) Added ETUtil.GetTimeElapsed() Added new botnames script that allows users to specify bots per team and a preferred weapon Added Util.FindClosestGoal() (thx d00d ) Fixed secondary weapon usage for heavy weapon bots to not rely on targeting system (thx palota ) Fixed ETUtil.WarpToGoalOffset (thx palota ) Added silEnT mod weapon scripts Added etnam weapon scripts Fixed script errors on bot disconnect in goal_voicechat Seperated class manager logic into et_classmanager.gm for global accessibility === COMMANDS === Added bot goto and bot wait commands for testbot (thx palota) Added waypoint_split command (thx palota) Added /bot warpto command can be used for paththrough points (thx palota) Fixed error in /bot drawspawns command (thx palota) Added waypoint_startover command which removes all waypoints without flags or properties Added saveusepoint command (thx d00d ) Added writeplayerpos command (thx d00d ) === WAYPOINTS === Several fixes, updates, and new maps supported. See the Assembla repository logs for details === TOOLS === Updated DMS (thx MickyP) Updated Notepad++ for omnibot (thx d00d) --------------------------------------------------------------- 0.81 ET Change Log === BOT === Fixed kickbot crash in older Windows versions Fixed pathfinder crash Fixed region trigger related crashes Fixed SetAvailableMapGoals Fixed SetGoalPriority Fixed SetGoalGroup Fixed goals being interrupted by other goal types with same priority as current goal Fixed script goals being activated too early when bots spawned Fixed InWater flag not being auto added to waypoints Fixed issues with GetNearest related to entities that shared a classname with weapons Fixed GetRandomDestination to only return reachable points Fixed ScriptGoal event threads not being killed on bot exit Added bots will press jump when headed towards waypoints with the InWater flag Added goal loading time output Added SetIgnoreEntFlags weapon property Added rendering of RegionTrigger names Improved ladder navigation Updated boost libraries to version 1_44_0 === MODS === Fixed goal names to not include color strings Added support for NoQuarter WP_JOHNSON (thx Irata) Added conversion of panzerfaust request to bazooka for allied bots in NoQuarter === GOALS === Moved MountMg42 goal to script and added support for user defined facings Moved MobileMG42 goal to script Fixed version number in mapgoal_capturehold Fixed random aim mode for mount goal Fixed goal_paththrough_artillery to abort if no line of sight to an arty target Fixed gotowp support in goal_paththrough_navigation Fixed goal_combatmovement to ensure that GetTargetInfo returns valid data Fixed velocity check in goal_indisguise Fixed mapgoal_explosive to not create on load Fixed manually added health and ammo cabinet goals to create on load Fixed region trigger name in mapgoal_plantmine Fixed plant goal coverspot occupied flag not being cleared on bot death Fixed bots to not use rifle nades when they have a plant goal active Fixed revive goal sometimes never enabled (thx 0x0000 and Demetrius) Fixed InProgress limitations for FLAG_ goals Fixed issues with askforammo and askforhealth goals Fixed potential issues with ammo and health cabinet goals Added paththrough function to goal_build for custom behavior scripting (thx palota) Added bots planting dynamite will abort if a teammate drops a satchel (thx palota) Added mapgoal_dynamite for use when target has no usable OID Added cure poison with needle support to goal_deliversupplies Added caching of trace results in goal_paththrough_artillery Added ability to force routing to build goals with offsets defined Added missing finish criteria in goal_covertops Added cover spot timeout to plant goal(s) Added jump stance property to build goal for build goals in water (thx palota) Changed stuckage check goal to write separate logs for each map Changed paththrough_useswitch goal so that the wait function overrides any exit conditions Changed plant goal coverspot selection to be random rather than sequential (thx palota) Improved goal_escort to allow escorting bots to assist in building of vehicle (thx palota) Improved bots ability to mount mg42's Improved plant goal aim location (thx palota) Increased priority of deliver supplies goal and limited distance to 1500 units Lowered default priority of repairMG42 goal === SCRIPT === Fixed MapGoal.GetPriority Fixed role manager to auto increment class manager minclass counts when crucialClass is set Fixed role manager crucialClass Added Util.BotChat function Added Util.CatName function Added Util.SetCustomProperty function Added ETUtil.WinningChat and ETUtil.LosingChat functions Added EvalFunc support to goal_paththrough_navigation Added spawn point and voice macro support to role manager Added optional viewDistance parameter to Util.ChangeToSniperWeapons Added CLASS.DYNAMITE_ENT, CLASS.MORTAR_ENT, CLASS.SATCHEL_ENT, and CLASS.LANDMINE_ENT Added re-usable region triggers for spotting and announcing enemies or all clear (thx d00d) Added waypoint GUID support to the warpto command (thx d00d) Moved class manager to script goal with several functional improvements (thx palota) === COMMANDS === Added optional filter param for debugtriggers Added fix_waterwps to add InWater flag to waypoints near water surface Added draw_paththrough 0|1 for rendering 3D text over paththrough waypoints === WAYPOINTS === Several fixes, updates, and new maps supported. See the Assembla repository logs for details. === TOOLS === Updated DMS (thx MickyP) Updated Notepad++ for omnibot (thx d00d) --------------------------------------------------------------- 0.8 ET Change Log === BOT === fixed Game Monkey Garbage Collection bug that was causing serious performance issues fixed paththrough crash when no data is passed fromwp property fixed bots field of view for close objects fixed OmnibotRenderDebugLines to not run on remote servers fixed lookaround timer fixed initialization of powerups (all games) fixed GetEntityPowerUps fixed a gui exception with no delta in mouse wheel event fixed fov check to use trace offsets fixed null bot goal issue with flagreturn goal, fixed crash when tableRandom was called on an emptytable fixed gm string tokenize binding fixed AddUsePoint mapgoal binding fixed ExecFile script function to support 'this' pass through fixed mapgoal.getentity so it returns null if entity is invalid fixed bot drawgoalroutes command fixed some loops that weren't going through all team indexes fixed crash when script exception contains printf formatted text fixed bot.IsStuck only return true if bot is actively trying to move fixed download support on initial map startup fixed boost::thread crash for some linux distributions fixed bug where event threads were not tracked and cleaned up properly fixed disguise nav callback fixed finish criteria and mapgoal auto completion checks to come before the call to update in script goal fixed several memory leaks fixed gm debugger to work again fixed gm debugger to show file/line in thread startmessages fixed ConfigGet function not setting a value of 0 fixed usage of teleport links added script function SendTrigger to fire triggers from script added bot.GetConstructableState added bot.GetDestroyableState added bot.GetExplosiveState added bot.IsWaitingForMedic added bot.HasAnyWeapon added bot.SetRoles added bot.ClearRoles added mapgoal.roles so mapgoals can be set up to berestricted to certain roles added mapgoal.DisableIfEntityFlag added mapgoal.DeleteIfEntityFlag added mapgoal.GetOwner accessor added mapgoal.GetCenterBounds added mapgoal.SetBaseGoalType added mapgoal.RolePriorityBonus added mapgoal.SetRoles added mapgoal.ClearRoles added scriptgoal.SkipGetPriorityWhenActive added scriptgoal.LimitToRole added scriptgoal.AutoFinishOnUnAvailable added scriptgoal.GotoRandom added scriptgoal.GotoRandomAsync added scriptgoal.WatchForEntityCategory added ability to create custom map goals added ability to pass bot as 'this' to GetGoals added import functionality for loading scripts added better script goal error message in routeto added GetEntityVisDistance callback in BotSensoryMemory, added DrawGoals, DrawRoutes, DrawTriggers, DebugTriggers to omni-bot.cfg added support for customizing how much ammo the botwill attempt to get when resupplying added rolemask field to client class added table argument support to mapgoal.LimitWeapon added weaponhasammo finish criteria added debug config options for logging specific logcategories(info, errors, warnings, critical) added optimizations to goal query added support for profiling data per scriptgoal type and mapgoal type added regex grep for goalname expressions added support for refreshing specific weapons from the weapon database added script live update support, currently only for weapon scripts added bool EntityIsValid script bound function added rendering of waypoint properties added opengl overlay with 2d and 3d support added DebugBox interface function for drawing more optimized debug boxes added GetEntityLocalAABB interface func added console and log message when SetAvailableMapGoals passes invalid goal expression added TRACE.VISIBLE and TRACE.GRATE to common lib added this.Debug to internal debug drawing state, so it can be toggled via bot debugbot all statename 1 added schema library for data validation added System.Time() script bound function added CAT.MINE added DrawEntityOBB script bound function for rendering real bounds rather than axis aligned bounds added CheckEntityBoundsIntersect script bound function changed System.Newline to be a variable rather thana function removed usage of boost::format and replaced with printf style logging removed trueaxis dependency from build, drops dll size significantly updated to boost 1_40_0 libraries implemented render interface so recast can render via opengl or game render interface replaced parameter 2 of scriptgoal.Goto, GotoAsync,RouteTo with an optional table of parameters minor optimization to WeaponSystem::GetWeapon === MODS === fixed interface functions GetCvar and SetCvar fixed GetReinforceTime function fixed fireteam events fixed mover class identification fixed bot pushing fixed GetEntityClass() while bot is in limbo fixed movement vector math in et interface fixed client connect event to be called before clientuserinfochanged fixed NQ mobile mg42 goal usage for allies and mobile mortar for axis fixed axis grenades not being in cat projectile or class grenade fixed crash when mods don't correctly report failedconnections fixed GetEntityInSphere to only return usable corpse entities added weapon classes added weapons to CAT.PICKUP added BUTTON.DROP added weapon events for picked up / dropped added print error on bot console commands if bot isn't loaded added additional triggers for cappoints added ET_OID_TRIGGER returns CLASS.GOAL from interface added vistest for axis grenade added command omnibotmenu added et command /oidlist for reference with build goal traces added support for NoQuarter private voice macros (fireteam voice chats) added rendering of spawn point numbers on the command map ( omnibot mod only ) added omnibot_flags 16 for enabling g_shove for bots ( default off ) added omnibot_flags 32 for bots tripping mines thatthey can see ( default off ) disabled call to OmnibotRenderDebugLines if not a local server (et and rtcw) altered ET min class check to make sure one of eachis added implemented waypoint_goto in et merged NQ updates and fixes to etbot interface === GOALS === moved most of the mapgoals to script fixed mount goal so bots could actually dismount atexit fixed useswitch goal to check for distance limits prior to recieving a priority added goal_covertops for disguise and spot mines behavior added a smoke bomb goal for covert ops added cover spots for dynamite goals added an airstrike goal for fieldops to call targeted airstrikes added ability to create user defined plant and build goals added weapon restriction ability to camp type goals added paththrough goals for callartillery and airstrike added a pickup items goal that makes the bots more responsive to packs / weapons laying around added a range limit for health and ammo cabinets; default 1250 added a sample goal_demo that is heavily documentedfor tutorial purposes added goal_zooming that auto increases max view forbots while scoped added goal_watchforprojectile so bots avoid airstrikes and grenades added kill / revive behavior to deliver supplies goal added goal_resetxp and commands /bot resetxp /bot maxxp added simple hunt goal to et for deathmatch maps ( autoadd = false ) added bots will look for and pickup weapons in goal_askforammo added support for an AimPosition as an alternative to facing for improved reliability in switch goals added goal_voicechat with completely customizeable response probabilities added goal_rolemanager that keeps Map script defined role slots occupied added goal_checkstuck bots will sidestep if blocked by players bots will attempt to jump out of stuckages optionally log stuckage positions to the omnibot log optionally have the bots /kill if stuck too long replaced difficulty.gm with goal_difficulty makes it easier for bots to have individual profiles bots can now be set up to use random difficulty settings difficulty settings have been completely reworked to be more realistic added several more weapons to the adjustable weapontable improved bots ability to path to mover related goals improved escort goal to detect a movemode based on mover speed improved supplyself goal improved combat movement behaviors in goal_combatmovement === SCRIPT === moved bot name definitions out of et_autoexec and into et_botnames fixed distance limit for weapon pickups in askforammo goal fixed /bot balanceteams 0 not working after it was set to 1 fixed exitCondition and added timeout to goal_useswitch fixed threadId for waypoint autosave. also kill original thread if active on repeated calls fixed showOffset to require entity in /bot sgn true fixed script error when trying to warp to an invalid wp name fixed scripts unnecessarily creating a high number of threads fixed several incorrect property settings in weaponscripts fixed infinite loop bug in ChoosePrimaryWeapon added waypoint property access to script added timeout to switchtable of paththrough_useswitch added several useful utility functions added some bot controls via fireteam chat (camp, follow, release, etc) added optional team param to ETUtil.SwitchWeapon added optional teamId param to ShowActiveGoals for rendering only active goals by team added a class management system added /bot autosave as an alternative to mywpmode added /bot draw_spawns for rendering of spawn points added global debug flags for disabling debug messages in all scripts added global MAP_TALK var for simple disabling of map script initiated bot chat spam added LowAmmoGetAmmoAmount to weapon scripts to setamount of ammo bots should get at cabinets added several re-usable region triggers (et_regiontriggers.gm) disabled bots targeting player classes with knife, disabled bots targeting player classes with airstrike cannisters added Util.HasAmmoForWeapon(bot, wpnID) exposed mapgoal.SetBounds to script === WAYPOINTS === separated waypoints based on level of completion fully supported maps are the only ones in the nav folder now incomplete navs are located in a separate folder and divided into categories based on completion level too many individual waypoints and scripts were improved to mention. well over 200maps were improved and tested at various levels === TOOLS === updated version of Notepad++ with autocompletion info for omnibot (thx d00d!) added popup menu with all kinds of useful shortcutsfor waypointers (thx MickyP!) 64-bit version of Enemy Territory can be downloaded from http://www.etlegacy.com/ Only legacy mod and omnibot mod are supported. Other mods (JayMod, N!tmod, NoQuarter, silEnT, etc.) require 32-bit version ! The omnibot mod is required if you want to edit waypoints or goals. Although console bot commands work in all mods, OpenGL drawing works only in the omnibot mod. If you only want to play ET, you probably choose another mod because omnibot mod does not have any advanced features. Installation: - The ZIP file contains both Windows and Linux binaries. - There is omnibot folder in the ZIP file. Extract it to the Enemy Territory root folder. Now you should have etmain and omnibot folders inside the Enemy Territory folder. - Create shortcut to ETL.exe +set fs_game omnibot +exec server.cfg Replace ETL.exe with ET.exe if you don't use ET:Legacy. If you renamed omnibot folder, you must replace omnibot after fs_game parameter with your new folder name. - Add omnibot_path, cg_omnibotdrawing and bind commands to server.cfg. If you see error "VM_Create on UI failed", you can try to extract files cgame_mp_x86.dll and ui_mp_x86.dll from omnibot_et.pk3. Console commands: /bot waypoint_view on /bot draw_goals on You need cheats to edit waypoints, therefore you have to use /devmap command to load maps.
  12. Kate

    will like to join

    we need to help him to can wear the tag
  13. Kate

    woods_beta1 + waypoints

    Version 1.0.0

    2 downloads

    small map // Set scenario information axis "Don´t let the Allies breach the Doors! Stop the Allies from getting back the Secret Documents!" allied "Breach the Doors and steal the Secret Dokuments!" neutral "The Allies have to breach the 2 Doors and steal the Secret Documents!"
  14. guys need to be registered to have access https://github.com/wolffiles/FileBaseIndex/blob/master/README_ET_.md
  15. Kate

    Post Scriptum

    seems very nice so far but again a steam game ..... we will like to have a new game but w/o to have to use steam
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