A bobot is a robot (bot), a virtual player directed by a computer. Bots will never replace human players, but you can train with them or against them or even add them to your server.
Bobots are realistic bots. They try to copy the human behavior and the human navigation. Bobot really thinks. Like a human player, bobot can do stupid and good things. It is not necessary that the bots are too perfect. They should not behave like robots without defects.
Its navigation by network of neurons trained to avoid obstacles thanks to a genetic algorithm (Joc)
Intelligent decision taking (rules system, priorities calculation through fuzzy logic) (3ème Type).Bobot constantly has a dozen of decisions to take. Does it have to get fixed up, to look for some munitions, to get or give a pack, to answer back to an attack or reviver a teammate? Does it have to go to a tank rather than to its main goal ? It asses all the possibilities many times per second and it will take the most adequate decision according to the situation. If a bot gets hurt close to its target it will go towards it but if it is far from it and close to a surgery it will prefer getting medical care. If reviving a teammate it gets shot, it will leave the action in order to answer back and only then will go back to what it was doing if it is still alive. It knows how to pursue an enemy for a while and also protect their mate.
The complete tank, truck support. A bobot is able to escort the tanks and other vehicles, to get on a tank and use their machineguns. It is able to wait for their team mates rather than leave alone and risk being shot down.
The Axis Loadingscreen, created by Magic, contains not only new textures, a new sound when you start ET and a news sound if you recive a new rank or level are included, too.
Mankind developed powerful weapons and shields. Intelligent scientists convinced some soldiers to destroy their own weapons being too strong. The enemy's scientists ordered a similar mission. As there is only one point to destroy the shield-protector, both, axis and allies arrived at the same time in the same small, but modern, city. Both teams immediately began to fight. What a pity they didn't know their missions were the same. Unnecessarily warring they just had in mind to destroy both, axis and allied, shield-protector placed in the city before as an act of deception - "to defend" - , because the teams' bosses did not know anything about a destruction-plan.
A team has to prevent the opponents to get any of the shields for 6,66 minutes. You dont have to hold both shields, you also can hide them... Only make sure that opponents dont get any of the shields for 6,66 minutes. If both teams hold or hide one shield or if you do not prevent them for 6,66 minutes until map timelimit has been expired the map ends with a tie!
the shield follows you after activating it!
shield gets activated using it (usually press 'f').
shield gets deactivated using it again, or if you arent inside anymore (usually dead).
after having stood in the middle of the shield it counts as "got" and if you don't activate it , it wont follow you til it is active.
if you activate it you "hold" it, if you deactivate it cause of using it again you "hide" it. if you leave the shield while it is activated, you "unhold" it.
The shield rotates around you and follows your movement as good as possible if it is active. It also can't be stolen, "hold"/"got" by the other team before you get killed or shield gets deactivated, "unhold"/"hidden" by your team.
At map start your own shield (as is shouldn't be used for fighting) is secured in a building, nobody can enter. So it is rescued - in your hands. Don't let the opponents dynamite the building's wall in order to steal it!
When active:
hold: solid, rotating, pusher at top, yellow-green
Axis are trying to mess in the occult again, and do real nasty things. Allied special forces took over the occult site in a raid. Now the Axis attack to get back control over the old Abbey and finally raise the evil Wargod. Allies are on the mission to save the world from this of course.
UPDATE 1: Two ETpro mapscripts for Warbell for you server admins to modify Warbell if you like to. They are aimed at improving gameplay for simple public (mapscript II) and high skill servers (mapscript I).
UPDATE 2: For Warbell exist two mapscripts which add a new model for the map. But the barrel modell which is used by the scripts is missing. I packed the scripts in two different pk3 files and included the barrel modell. ~Molotov
It's in the stormy dark hours of the night and evil is afoot. Both sides find themselves locked in mortal combat for the three rings of power. Three are for the good of all mankind and the other three are for its doom. The axis seek the three rings of doom to plunge the world into the abyss of evil. They already have stolen the three rings of good. Only the Allies stand in the way of the evil Axis thirst for evil. Will evil prevail?
Allied intelligence has learned of the existence of Operation His Beard, a top secret project that the Axis top minds have been working on. If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign. The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding. Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
The night version has reached its final version. A few new areas have been opened up, most significantly the new entrance to the lab and a new "upper" area has been opened by the axis backdoor. The barb swing gate has been changed into a "neutral barricade" - when axis construct it, it will be a barbwire. When the allies construct it, it will be wooden wall, blocking the way down the road to the lab, providing valuble cover. The truck has been moved to the left of the tunnel exit giving the axis a better chance to intercept the allies when they steal the objectives. Apart from that, a few new objects have been placed and some new aesthetical elements aswell.
EgaL of RtCW 4 ever! aka 'The Sound Engineer' made a new soundpack with 30 sounds (only 660kb filesize) wich can be used the way you want. The sounds are divided into funsounds, more funsounds and killing spree sounds.
Allied spies undercovered details of an Axis plan to transport a fortune in gold to a more secure location. The Allies have planned an attack to intercept the gold during it's stopover in Bremen. Fixes:
The truck is now visible on command map if the Truck has been repaired
Allied intelligence has learned of the existence of Operation 'His Beard', a top secret project that the Axis top minds have been working on. If the Allied command could get there hands on the information contained within these files it would help them plan for a swifter and more decisive victory in the entire North Africa campaign. The Allies have put together a small strike force to attempt to break through the Axis defenses and steal the documents they are guarding. Needless to say, the Axis soldiers can not allow this to happen, and must defend the town at all costs.
Looking for modeler/animator to perform a couple light tasks:
create weapon flash animations
create reload animations
Looking for experienced skinner:
make a couple detailed weapons icons
Elitemod is a new ET-mod on the playing field but it is quickly developing a fan base. A final version will be arriving soon and we need some last minute touchups. If you are an experienced modder, or know one who would like to help, please email me the_reservist@hotmail.com for more information.
No long term commitment is required. Full credit will be given, including those who refer.
With this mod it will add some custom sound vsays to your ordinary vsays. Its a fun soundpack for the month of October with halloween so close and all. Some of the sounds include screams, scary voices, southpark halloween clips, scary sounding welcomes and scary sounds. This pk3 also includes axis win/allies win sounds from the movie physco and the xfiles theme song so when you win a match you will here these sounds instead of your ordinary boring win sounds. Also I have found it hard when you have a jaymod mod to spice things up a bit. In NQ and ETpub you can add commands it doesn't work that way for jaymod so this is a little something I think that would help spice up a server and more for a jaymod server. But it can also be used in NQ and ETpub as well. ~way2hard
Elitemod is a mod on top of etpub 0.8.1 source code. It does not represent etpub officially or its community in anyway, however if it were not for etpub this mod would not be here. It has several source code changes as well as client side modifications. Most of the changes center around beginning a new class, rearranging weapons, adding AP mines and the GPG44. Elitemod uses a combination of custom, imported and contributed mods. This is a community mod and modders are free to contribute, change or improve on what ever they want. The source code of the final version will be released at some point to solicit more modding, fix bugs, and make improvements.
During WWII the Unites States had a special ops branch which was much like the special forces of today. These were men who dressed according to the occasion ranging from civilian cloths to full combat gear. They were mission oriented and had a broad range of talents. The Reich also had a similar branch which was kept more secret and little intelligence survived the war.
In ET, the special ops is a new player class which is designed to be more fun and versatile. This is a hybrid class, useful in many ways and hell-bent on helping any way they can. They have a unique weapon called anti-personnel mines which can be deployed to safeguard objectives and intimidate the enemy. In addition to the tools that traditional field ops carry, the special ops have engineering pliers to help construct objectives, a medic syringe to revive players and even heal others (if enabled) and satchel charges to destroy minor objectives.
Note: The special ops do not carry dynamite, med-packs, or landmines. They do not possess the ability to use disguise like the covert ops. They do not use heavy weapons.
Special Ops Skill
This skill replaces the signals skill. It has been modified for use with special ops. Use of the artillery, airstrikes, AP mines, poison needles, and thrown knives increase this skill.
Health System
The health system has been changed to give health to players gradually over time and only as their various skills develop. Health no longer has anything to do with how many medics are on the team. This new system is fair to all players and rewards accomplishment.