FritzBot
From Bots-United Wiki
This is the complete user's guide to FritzBot, a bot for Return to Castle Wolfenstein.
Looking for the Fritzbot ET section? You can find it here.
Contents[hide] |
Fritzbot Information
Most Current Version: 0.54b Beta
Important Notice: Due to some career and life changes Fritzbot RTCW has been canceled, work in the form of waypoints and community support will continue however but code wise it will not.
NOTE TO SERVER ADMINS: In the past, it was possible to run a
Windows server of FritzBot that Linux and Mac clients could connect to.
With the addition of the FG42 (Fritzbot version 0.53 Beta and up), and
several other additions requested by the community, that is no longer
possible. Anyone that connects to a FritzBot server will also have to
be running the mod.
Webpages, Help & Support, etc.
Fritzbot Team Members
Massive thanks go to all team members and contributers for their help on making Fritzbot one of the best bot mods on the net.
- Maleficus - Coder & Project Leader
- Denny - Official Waypointer & Beta Tester
- CrapShoot - Official Waypointer & Beta Tester
- 420Blunt - Official Waypointer & Beta Tester
Community Contributers
A big thanks goto everyone of the following for all their community assistance and donations for the Fritzbot RTCW mod. If we left out a name of someone, please let us know so we can add you to the list.
- no1_sonuk - Donated FG42 models and provided code assistance for FG42
- bindlestiff - Waypointer
- renartthefox - Waypointer
- craig - Waypointer
- SA_RTCW - Waypointer
- valiant - Waypointer
Fritzbot Features
- Complete bot support for Return to Castle Wolfenstein Multiplayer, the bots behave as normal players would on a pub server.
- Full Class support, bots can be either a medic, engineer, lieutenant or soldier and the bots can utilize all of the weapons including grenades, the knife, airstrike cans and artillery.
- An enhanced waypoint editor with many advanced features and console commands to add bot support for any custom or standard RTCW multiplayer map (excluding maps made for specific mods).
- The ability to create custom map specific bot configurations and server settings. As well as the ability to create custom bots for use by defining name, team, class and weapon.
- Support for up to 32 bots in a single match. (64 bots are not supported due to CPU/Memory issues)
- Full chat command support, bots will call for medics, say great shot, welcome you when you join a game, taunt the enemy, and much more. Bots also respond to chats like medic, need ammo, etc, etc.
- An enhanced scripting system which allows a waypointer to customize how a map is played by the bots at given intervals throughout the match.
- Full support for both Objective (Multiplayer or Stopwatch) and Checkpoint game modes as well as plain old Deathmatch.
- Support for ALL original RTCW maps (including GOTY maps and maps that came with various patches) as well as many custom RTCW maps and more is being added.
- Support for Internet & LAN servers for admins who want to run bots with public players.
- A unique main menu GUI.
- Certain Shrub/Bani mod additions such as medics being able to toss medic packs while underwater, pack dropping when LT's/Medics enter limbo, and some others.
- The bots can camp, snipe, plant dyno, defuse dyno, cap flags, climb ladders, and much more.
- The FG42 Paratroop Rifle fully implemented as an additional Soldier weapon and bot supported.
- A custom in-game and main menu dedicated for customizing Fritzbot related settings and keybinds.
- Full support for Limited Life game mode. (also known as Last Man Standing in some circles)
There's much more features, and new one's are being added all the time.
What You Need First
- The retail version of Return To Castle Wolfenstein. There are
currently three versions available, any of which will work fine with
Fritz, and usually cost less than $20 (US) brand new:
- The regular retail game (usually only seen in second hand software stores anymore).
- The GOTY (Game Of The Year) version.
- The Platnium Version (which includes Enemy Territory).
- The 1.41 multiplayer patch, available from HERE
- First download the "wolf_update_1_4.exe" file and install that.
- THEN, download the "wolf_update_1_41.exe" file and install that.
- The latest Fritz Bot install, available from HERE
Getting Started
Installing Fritzbot
Download the zip file from above and extract it to your \Program Files\Return to Castle Wolfenstein directory on your hard drive, it should create a folder called "fritzbot" and there you go.
Installation of Additional Files
When you download custom waypoint files created for Fritzbot or any patch of sorts or just modified files you want to add to you're Fritz install, you place the corresponding files in their proper directories. Below is a list of the most common file extensions that are used with Fritz and what directory they go into. Keep in mind the files mentioned below MUST go into their proper directories in order for them to work. To be more sure, read the documentation that came with the file(s) for any special installation instructions.
.aiscript files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\bots\scripts directory
.arena files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\scripts directory
.bot files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\bots directory
.cfg files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\configs directory
.nav files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\bots\maps directory
.script files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\maps directory
.dll & .pk3 files go into the \Program Files\Return to Castle Wolfenstein\fritzbot\ directory as well as any new fritzbot related folder you don't already have or are planning to replace. BE CAREFUL especially with dll's as they are very sensitive to alterations.
If the specified directory above doesn't exist, create it.
That should be about it, I'll add more if needed but that's all that's
needed for now.
Running Fritzbot
Start Wolfenstein Multiplayer (WolfMP.exe) and goto the mods section in the options menu of the main menu, highlight fritzbot then click launch. After fritz loads, click on play Fritzbot, set your options, then go.
Another way to load Fritzbot is to create a shortcut on your desktop than will load the mod automatically. To do this, goto the \Program Files\Return to Castle Wolfenstein folder and right click on the WolfMP.exe file and go to "Send To" on the shortcut menu, then click desktop, it should ask if you want to create a shortcut, click Ok and go to your desktop. You should see a shortcut on with the Wolfenstein logo.
Right click on this shortcut and select properties. You should see a box that says "Target:" and it should say something like this...
"G:\Program Files\Return to Castle Wolfenstein\WolfMP.exe"
Now add +set fs_game fritzbot right after the .exe (make
sure to include a space between the two), so it should look something
like this...
"G:\Program Files\Return to Castle Wolfenstein\WolfMP.exe +set fs_game fritzbot"
After that, click on apply, then okay and then your done.
Fritzbot will now load whenever you click on that shortcut. And
additional way for loading Fritzbot is mentioned in the Advanced Server
Guide section below.
Advanced Server Guide
This is an alternate way to load Fritzbot using custom server settings and map rotation. Keep in mind you can use almost any custom server setting but they will be replaced by any variable a waypoint creator made in their server configuration file for the particular maps you want to play. So it's a good idea to delete the custom server configuration files for the maps you want to run on you're server if you plan on using this method to run Fritzbot (alternatively you can keep the map configs and modify them to have specific settings for certain maps). These will be given the name of the map and they'll have a .cfg file extension. These are located in the \Program Files\Return to Castle Wolfenstein\fritzbot\configs directory. DO NOT delete the cfg files that have the word "bots" in the filename. These are the custom bot loading configuration files setup for the given map.
Okay, onto the basics. A server consists of two configuraion files (or more in some cases) that are located in the \Program Files\Return to Castle Wolfenstein\Main directory and one's named server.cfg and the other is named MapRoate.cfg. Both files can be freely edited and created in notepad. Other files can include a Public.cfg (which lists public info about you're server) and a banned.cfg file (which lists banned players), there's also a few more too, but the Server and MapRotate files are the most important.
Now these files don't exist by default, but they can be created. You can checkout the Game Admins RTCW Server Guide for instructions on setting up both the files above.
For the server.cfg file, many different variables can be used they can be either RTCW Commands or Punkbuster Commands
You can get pretty elaborate with your configuration files, so don't be bashful but be careful at the same time. Now to create the shortcut, it's the same as mentioned above except replace the target box with something like the following...
"G:\Program Files\Return to Castle Wolfenstein\WolfMP.exe" +set fs_game fritzbot +exec server.cfg
Make sure to include ALL of the above, you may have to
replace the drive letter depending on where you installed RTCW. Now
each time you run that shortcut it'll load Fritzbot and all you're
custom server settings and map rotation.
Map Specific Configuration Files
Information about this can be found in Section VII of the Fritzbot Waypointing Guide
In-Game Console Commands
Most map waypoint related settings are set by default like bot count, etc. But there are some console commands you can enter in game to add/change some random things in game, all command mentioned below can only be entered in the console. To bring down the console in-game press the tilde key (~ by default) and enter the commands below exactly as follows. This is only a brief mention of a few of the console commands used by Fritz.
/addbot <Name> <AI Skill> <Aim Skill>
Loads a bot into the current map. For the name you can use any bot name from any bot profile in the \Program Files\Return to Castle Wolfenstein\fritzbot\bots directory (the filename of the bot file is the one you use with this command). The AI skill goes from 1-3 (1=Easy, 3=Hard). The Aim Skill goes from 1-4 (1 = Easy, 4 = Nightmare) So say you wanted to load Dolphin_Girl with a skill of 2 you would enter the above command like so /addbot dolphin 2 and hit enter. Using the /addbot command with no name or skill will add a random bot. You can also load bots without defining a skill setting and they will load to the default skill setting mentioned below. Before entering this command the map you are playing MUST have a valid waypoint and script file installed.
/addbot random <AI Skill> <Aim Skill>
This loads a random bot to the team that needs it, using the AI and aim skill values you define.
/addbot
This loads a random bot to the team that needs it, setting the AI and Aim skill values to the global cvars "bot_skill" and "bot_aimskill".
/bot_skill <value>
This is used to adjust the bot's skill for bots that we're loaded without the skill setting defined. The same skill levels mentioned above apply to this command as well. By default the skill setting is set to 2 but say you wanted to set it to 3 you would enter the command like so /bot_skill 3 and then press enter.
/kick allbots
Kicks all bots from the server.
/bot_pause <value>
A value of 1 with this command will freeze all bots in place, a value of 0 unpauses them from a paused state. Good for testing things and/or taking screenshots.
/cg_mal_drawtimer <value>
Draws the reinforcement timer in the top left corner of you're screen. It's turned on by default but a value of 0 turns it off.
/bot_aimskill <value>
This is to specify the aiming skill of the bots when you play them, the values are 1 for easy skill, 2 for medium, 3 for hard and 4 for nightmare skill.
mal_motd <text>
This lets you print a banner msg at map startup to every client. It runs for 10 seconds. Used in server configuration files.
Most other RTCW server and client console commands work with
Fritzbot as well but those are beyond the scope of this guide. I'll add
links to console command pages in the Advanced Server Guide section of
this wiki.
Fritzbot Custom Settings Menu
Last Updated: 11-18-05
With the 0.53 beta release (and newer) of Fritzbot comes a new in-game settings menu for binding and configuring fritzbot settings on the fly. This is located in the controls menu of the RTCW main menu and can be accessed as well through the in-game menu when playing the game. Here we will take a brief walkthrough of this menu and what each setting means as well as what types of settings can be set for the option.
Keep in mind some of these settings cannot be activated or changed
while you're a client on a public server, you may even get kicked for
trying to do so, so be careful!
Now when you open the controls menu you'll see two extra color coded
tabs that you can select. One is "Fritzbot" and the other is
"Waypointing", these are the newly added menus for fritzbot. Clicking
on one of the tabs will open that given menu (you know all that
though).
Keep this in mind as well, any previous binds you have for any of
the options in the newly added menus, or any settings you have set WILL
show up properly in the new Fritzbot menus, so you WILL NOT have to
reset you're settings/binds.
Here we're gonna look at each tab more in-depth and explain each option currently available.
FRITZBOT TAB (MENU)
This menu is for Fritzbot related settings, there color coded for a reason, they are yellow and that's the color I (Denny) chose to represent Fritz settings, here are each setting in the order they appear.
Add Random Bot
Explination: This is a key bind, bind it to a keyboard key and whenever in game when you press the defined button, it'll add a random bot at whatever default skill and aim skill level you have.
Option Type: Key Bind
Kick All Bots
Explanation: This is a key bind as well. Whenever in game, if you want to kick every single bot you would press the key defined for this action.
Option Type: Key Bind
Bot Difficulty
Explanation: This isn't a key bind but a setting type option, this has 3 values "Easy", "Medium" and "Hard" for you to cycle through and sets the default bot skill level when in game. NOTE: This does not set the Aiming Skill for the bots, that comes next.
Option Type: Multi Option Setting
Bot Aim Skill
Explanation: This is the same as above but this has 4 options to cycle through, "Easy", "Medium", "Hard" and "Nightmare" and this adjusts the bots Aiming skill when in game. This is independent of the Bot Difficulty so you can have different values for each if you want.
Option Type: Multi Option Setting
Pause Bots
Explanation: This is a on/off type setting. Whenever in game and you want to freeze all the bots in place for say a screenshot or for testing or whatnot you would switch this to on in the menu and setting to off will unfreeze the bots.
Option Type: On/Off Setting
Draw Reinforcement Timer
Explanation: This is also an on/off setting. When set to On it will draw you're teams spawn timer on the HUD when in game, setting this to Off will not display that timer.
Option Type: On/Off Setting
That does it for the Fritzbot menu tab for the time being. Now let's take a look at the waypointing menu.
WAYPOINTING TAB (MENU)
This tab is for setting Waypointing related settings and key binds, this is REALLY helpful for waypointers who want to bind the important waypointing functions and select settings quickly. This is also color coded. Green is the color I (Denny) chose to represent waypointing related options. Here is each setting in the order they appear in the menu.
Node Editor
Explanation: This is an on/off setting. This turns on and off the waypoint editor. After turning the editor on you'll NEED to do a vid_restart in the console (or hit the key you have binded to it below) otherwise you won't see anything.
Option Type: On/Off Setting
In Game HUD
Explanation: This turns on the in game information HUD's for the waypointing system. There is currently 4 settings, "Node" which turns on the in game node HUD, "Action" which turns on the in game action HUD, "Route" which turns on the in game route HUD, and "Off" which turns off the in game HUD.
Option Type: Multi Option Setting
Draw
Explanation: This draws the given type of waypoints in game. There is currently 5 options for this setting. "Everything" will draw everything in game actions, nodes, and routes. "Nodes Only" will only draw path nodes in game. "Actions Only" will only draw actions in game. "Routes Only" will only draw route nodes in game. And finally "Off" won't draw any waypoints in game.
Option Type: Multi Option Setting
Draw Which Actions?
Explanation: This option allows you to cycle through which types of actions you want to view in game (regardless of which team they are for). By default you see all actions but if you wanted to see camp actions only, or if you wanted to see only aim actions you would select the proper setting in this option. Below is a list of all the different types of settings available for this option and which one does what.
Setting Effect ------------------------------------------------------------- All Actions Draws all actions in game (Default) Camp Draws only Camp actions in game MG42 Draws only MG42 actions in game Checkpoint Flag Draws only Checkpoint Flag actions in game Aim Draws only Aim actions in game Dynamite Plant Draws only Dynamite Plant actions in game Engineer Camp Draws only Engineer Camp actions in game Dynamite Defuse Draws only Dynamite Defuse actions in game Alt Roam Draws only Alt Roam actions in game Spawn Flag Draws only Spawn Flag actions in game Delivery Point Draws only Delivery Point actions in game Objective Steal Draws only Objective Steal actions in game Airstrike Hint Draws only Airstrike Hint actions in game Roam/Patrol Draws only Roam/Patrol actions in game Sniper Camp Draws only Sniper Camp actions in game Panzer Camp Draws only Panzer Camp actions in game
Option Type: Multi Option Setting
Draw Radiuses
Explanation: This is an on/off setting. When set to "On" it will show the radii in game for nodes, actions and routes. When set to "Off" it will not draw radii for nodes, actions and routes but will draw path lines in between nodes, you will not see path lines if this option is turned on.
Option Type: On/Off Setting
Draw Distance
Explanation: This sets the distance at which nodes are draw on screen. The lower the value the closer you have to be towards nodes/actions/routes in order to see them. The selectable settings for this option are "128", "256", "512", "768" & "1024" the higher the value the further away things will be drawn on screen.
Option Type: Multi Option Setting
View Nearest Entity
Explanation: This a key bind, whenever you hit the defined key for this option you will see entity information in the upper left corner of you're screen. This will show the entity info for the entity you are pointing at, this is used for finding out entity numbers for objective actions and such (see waypointing tutorial for more info)
Option Type: Key Bind
Video Restart
Explanation: Also a key bind, whenever you hit the key defined for this it will restart you're video by refreshing RTCW. This is required after you turn on the node editor and it is also required for some testing.
Option Type: Key Bind
Add Node
Explanation: Whenever you hit the key defined for this option it will add a path node (red) right where you are standing.
Option Type: Key Bind
Add Action
Explanation: Whenever you hit the key defined for this option it will add a action (yellow) right where you are standing.
Option Type: Key Bind
Add Route
Explanation: Whenever you hit the key defined for this option it will add a route (white/light blue) right where you are standing.
Option Type: Key Bind
Save Waypoint
Explanation: Whenever you hit the key defined for this option it will save you're waypoint you are currently working on. It will show a conformation that it has been saved in the upper left corner of the screen.
Option Type: Key Bind
And that does it for now. More options may be added later at
which time this guide will be updated when needed but for now those are
all the menu options available. All the console commands still work as
usual so if you've gotten use to using those that's fine.
Fritzbot Bot Files
By Default, Fritzbot comes with many custom made bot files ready for you to use in you're RTCW games. These are located in the \Program Files\Return to Castle Wolfenstein\fritzbot\bots directory and are called bot files which has information on each bot (like name, team, weapon, class) and can be used in bot configs either for specific maps or in general. In this section we'll introduce how to create your own custom bot files for Fritzbot and which one's are there by default (for mapping and configuration purposes)
Creating Custom Bots
Information about this can be found in Section VII of the Fritzbot Waypointing Guide
Creating Bot Configs
Information about this can be found in Section VII of the Fritzbot Waypointing Guide
Default Bot List
Below is a list of all the default bots included with the latest Fritzbot release (version 0.53). This list will be updated often so this will change. Below bots are listed by their .bot filename, then which class the bot is and which weapon they use. By Default the allies use Thompson's and the Axis use MP40's as their default machine guns. You can save this to a notepad file or whatever if you wish. Thanks goto CrapShoot for creating the core bot list below.
Last Updated: 11-29-05
ALLIED BOTS Name class/weapon Team ------------------------------------ akz eng allies shrike eng allies flovp eng allies potsmell eng allies bananpure eng allies taliesen eng allies skywalker eng allies catsmeow eng allies mom eng allies bob eng allies bindle eng allies denny medic allies seraphim medic allies no medic allies street medic allies suspect medic allies wolf medic allies gate medic allies hotdoc medic allies leviathan medic allies powerpig medic allies chaos medic allies gara medic allies tartarus medic allies eros medic allies erebus medic allies pontus medic allies pecker medic allies ray lt allies shoot lt allies nocte lt allies dolphin lt allies ghost lt allies rhea lt allies tethys lt allies leto lt allies hestia lt allies demeter lt allies artemis lt allies slick lt allies sniper sniper allies duracell sniper allies pierre sniper allies hebe sniper allies athena sniper allies doe sniper allies disc panzer allies hippie panzer allies ares panzer allies aphrodite panzer allies crack panzer allies bait venom allies atlas venom allies pepper venom allies triscuit venom allies daddy venom allies unnamed flame allies hermes flame allies mustard flame allies hic flame allies ownz flame allies fox soldier/thmpson allies rick soldier/thmpson allies whistler soldier/mp40 allies dover fg42 allies noob fg42 allies mate fg42 allies dildo fg42 allies banks fg42 allies AXIS BOTS Name class/weapon Team ------------------------------------ dstruct2k eng axis hangfire eng axis timmy eng axis wolfgang eng axis crucial eng axis gondi eng axis bassman eng axis smith eng axis ironeagle eng axis ass eng axis blunt eng axis errol medic axis mal medic axis cheeseh medic axis death medic axis dick medic axis giggles medic axis aragorn medic axis boromir medic axis frodo medic axis gandalf medic axis gimli medic axis legolas medic axis hsagent lt axis bud lt axis carmack lt axis chronos lt axis fritz lt axis keith lt axis hber2005 lt axis loopy lt axis pencil lt axis meriadoc lt axis pippin lt axis theoden lt axis arwen lt axis denethor lt axis eowyn lt axis mp40 lt axis eomar sniper axis sauron sniper axis hobbit sniper axis optimus sniper axis twat sniper axis snipe sniper axis stfu panzer axis panzer panzer axis grima panzer axis rocket panzer axis saruman panzer axis sack venom axis hairy venom axis arnold venom axis mard venom axis gollum venom axis pirate flame axis noes flame axis cuts flame axis pyro flame axis faramir flame axis blood soldier/mp40 axis splorygon soldier/mp40 axis whopper fg42 axis smelly fg42 axis pickle fg42 axis dollar fg42 axis hyden fg42 axis
Creating Fritzbot Waypoints
This section links to a guide on how to create waypoints for Fritzbot, please follow the link below to reach that guide. Remember to check it often for new and updated information.
Last Updated: 9-14-05
Supported Maps
This section is just a compiled list of each map that is supported by Fritzbot and which maps are currently being given support by various waypointers. Please check this list often too see the current status of support for RTCW MP maps, Checkpoint versions of any of the objective maps mentioned below are not supported!.
Released Waypoints
Last Updated: By Denny on 5-5-06
Objective Maps
- Assault - mp_assault (CrapShoot)
- Axis Complex - axis_complex (420Blunt)
- Band Of Brothers (Gun Assault) - mp_bob1 (bindlestiff)
- Beach Invasion - mp_beach (Maleficus & CrapShoot)
- Brescia - Brescia1_1 (craig)
- Callfire (No Chopper) - Mp_callfire_nochopper (Denny)
- Carentan / DDay-6 by General Electric - mp_carentan (Denny)
- Carnage Canyon - carnage_canyon_final (Denny)
- Castle - mp_castle (Denny)
- Chateau - mp_chateau (Denny)
- Communique - mp_base (CrapShoot)
- Delivery - mp_delivery (bindlestiff)
- Depot - mp_depot (Denny)
- Enigma - mp_enigma (Denny)
- Eye of Horus - mp_horus2 (Denny)
- FF Kungfu-Grip - ff_kungfu (420Blunt)
- Flooded Town - mk_flooded_town2 (Denny)
- Foo Fighters TE - te_ufo (CrapShoot)
- Frostbite TE - te_frostbite (CrapShoot)
- Ice - mp_ice (CrapShoot)
- Keep - mp_keep (Denny)
- Korfe - mp_korfe (renartthefox)
- Lighthouse - lighthouse (bindlestiff)
- Market Garden - mp_marketgarden (Denny)
- Mitchell Down SE - se_mitchelldown_v2 (420Blunt)
- Motel - mp_motel (SA_RTCW)
- Normandy Breakout - mp_breakout (Crapshoot)
- Pacific - mp_pacific (420Blunt)
- Platforms - mp_platforms (renartthefox)
- Pow Camp - powcamp (renartthefox)
- Power Dam - powerdam (craig)
- Refinery - MP_Refinery (renartthefox)
- Rennes - mp_rennes (renartthefox)
- Resurrection - mp_resurrection (420Blunt)
- Rocket - mp_rocket (CrapShoot)
- Steinburg - mp_pburg (420Blunt)
- Sub - mp_sub (Denny)
- Tank - mp_tank (420Blunt & CrapShoot)
- The Bunker SE - se_bunker_v2 (420Blunt)
- The Crossing - mp_crossing (Denny)
- The Damned - mp_dam (Denny)
- The Guns - mp_theguns (craig)
- The Guns of Damorone - mp_island (bindlestiff)
- The River - mp_theriver (bindlestiff)
- Tram - mp_tram (Denny & CrapShoot)
- Tundra Rush - tundra_rush_beta (CrapShoot)
- Valley Of Kings - ypg_kings (420Blunt)
- Village - mp_village (CrapShoot)
- Wroclaw Siege - mp_wroclaw_beta (420Blunt & CrapShoot)
- X-Dam - mp_xdam (420Blunt)
- X-Lab - mk_x_lab (Denny)
- Zion Castle - mp_zion (Bindlestiff)
Checkpoint Maps
- Destruction - mp_destruction (Denny)
- Egypt Team Temple - teamtemple_rtcw_cp (bindlestiff)
- Forest - mp_forest (Denny)
- Lumber Factory - mp_lumber-Factory (Denny)
- Norway - mp_norway (Denny)
- Operation Cobra - sf_cobra (Denny) [Only works in MP & SW mode]
- Trenchtoast - mp_trenchtoast (CrapShoot)
- Wild West CTF - wildwestctf_beta (Denny)
Waypoints In Progress
Last Updated: By Denny on 5-5-06
Objective Maps
- Airport - mk_airport (Denny)
- Alsace Fuel Depot - fuel_depot (Denny)
- Generator - mp_generator (craig)
- Montezuma's Revenge - montezuma (Denny)
- Omaha Beach - mp_omaha_2 (Denny)
- Project Schwalbe - mp_schwalbe (Valiant)
- Stalag 13 - stalag13 (Denny) - Delayed, Needs node wait state support
- Wizernes - mp_wizernes (Denny)
Checkpoint Maps
- Dark - mp_dark (Denny)
Additional Map/Waypoint Info
Where To Download Additional Waypoints
Some waypoints are released with Fritzbot initially, but some aren't. The following is a list of where to download additional waypoint files for some of the maps mentioned above.
More to come as they are announced.
Where To Download Maps
Some maps mentioned above are obtained from official patches, the GOTY map pack (or the GOTY/Platinum edition of the game itself) and from the regular retail game, but some are created by 3rd part map creators and can be found on the internet at various sites. Below is a quick list of a few sites that carry alot of these 3rd party maps. If you still cannot find a map on any of the below sites, a Google search of the map name may turn up something.
Wolfmap (Site is in German, but can be navigated easily)
Clan of Idiots Map Section [Has Occasional Downtime]
Game of The Year Map Pack Requires at least version 1.33 RTCW in order to install, this pack is not needed if you installed either the GOTY edition or Platinum Edition of RTCW
Maps That Cannont Be Waypointed
This is a list of maps that cannot be waypointed by Fritzbot for the reasons listed below. Rarely there comes a map that just simply can't be waypointed, some can have tricky map elements as well, sometimes there is ways around things that can't be pathed in a map (like pathing around the trams on mp_tram) so it takes a real good reason to label a map totally unwaypointable in Fritzbot. Hopefully with the communities help we can keep this list updated as well.
Any custom map made specifically for a certain RTCW mod.
Reason: You can only path multiplayer maps made for plain old RTCW (i.e. maps that don't require additional mods to play)
Alternate versions of the same map
Reason: You cannot waypoint a single map to support both CP and Objective game modes, you have to choose one or the other.
Maps that utilize button support
Reason: Button support isn't enabled in Fritz atm, so try to steer away from maps that heavily use buttons for the time being.
Maps that require use of script movers
Reason: Script movers are platforms or other objects that move from one location to another (like trams and elevators) These aren't supported and probably won't be due to their complexity. The best advice is to path around script movers whenever possible, but if a map is built to where you are required to use a script mover, then the map cannot be supported by Fritzbot.
Frequently Asked Questions
- Mod FAQ
Q. Why create a bot for an older game like Return To Castle
Wolfenstein? Why not a newer World War II themed shooter like Enemy
Territory, Call Of Duty or (insert game here)??
A. Because RtCW always deserved a bot of its own, but never got one. With the creation of Enemy Territory, a bot was promised to the community (to be developed by expert bot coder Ryan "Ridah" Feltrin), but for whatever reason (most likely related to the fact that Enemy Territory as a retail expansion was canceled), that bot never reached the community. As a 56k user and A.I. enthusiast, I was extremely disappointed and let down when that occured.
Q. What language was Fritz written in?
A. Plain old C.
Q. Is Fritzbot open source?
A. No, not at the moment, but comments and suggestions are always welcome. Just make a post on the message boards and it shouldn't take more than a day to recieve a reply.
Q. I would like to make a bot of my own for game X. What do you recommend to learn how to go about doing this?
A. Honestly, I learned by modding games like Quake I and Quake II - simple games that allowed you to easily modify the game, add bits and pieces, and had a large community and wealth of information to draw on. It took me a LONG time before I was to the point that I understood A.I. and simulating human actions as well as I do now (and I still have plenty to learn), so the best advice I can give you is to jump in and experiment. There are many community bots in the Quake/Half-Life community that are designed as easy to learn templates that can help you get started.
Q. Will you be porting Fritzbot to Enemy Territory?
A. Yes! Work on the port has begun! Stay tuned to the forums for release dates. Rest assured, work on Fritz:RtCW will continue as well.
Q. Is FritzBot based on another bot?
A. No. I, Maleficus, wrote Fritz from the basic SDK source, from scratch. While I have gotten snips of code, help and inspiration from other coders here and there (and credit is given to them where its due) Fritz is 100% my creation.
Q. Is a Fritz version for clan play in the works?
A. Fritz is designed to simulate an INTELLIGENT human on your average pub server - someone who understands all of the rules/weapons/dynamics of the game, and plays very well. He is NOT designed for clan play. I have no plans at this time to create a clan version of Fritz. However, don't get too discouraged: the path/script system is VERY flexible and its possible to edit them to simulate many aspects of clan play. EX: making the bots only attack the north radar on MP_BASE so that your clan can practice defense tactics, is just one of the many things possible with Fritz.
Q. How often do you work on Fritz?
A. A lot less often then you'd think! :-D I only get a little time each week to work on Fritz, bcause of work, school and a busy personal life. If I could work on Fritz 8-10 hours a day, everyday, and be paid, he'd be a LOT farther along and would kick ass (hint to game companies: hire me to write your A.I.)!
Q. Will you make bots for RTCW Single Player?
A. Nope, all the Fritz code is MP based. Sorry
Q. I want to create waypoints for Fritzbot, where do i get started?
A. See the "Waypointing Tutorial" section.
Q. Will you support mod X??
A. At this time I have no plans to support any other mods - its hard enough work to support RtCW well, let alone half a dozen mods. I have always thought its better to have a bot that plays one game REALLY well, then one that plays 12, but plays poorly at each of them.
Q. Okay, well then can i load X mod along with Fritzbot?
A. Nope, you can't load two mod's at once in Return To Castle Wolfenstein.
Q. Does Fritzbot work with the RTCW MP demo?
A. No, Fritzbot only works with the retail version of Return To Castle Wolfenstein.
Q. I noticed you got the FG42 implemented, will you add
additional weapons like the Tesla, Snooper Rifle, Garand, Railgun, BFG
9000 or some other custom weapons?
A. No, sorry. The FG42 was implemented because we all liked it and it doesn't unbalance gameplay much. If we implemented too many or some other weapons it may unbalance the game and add/remove advantages for players.
Q. Is there a custom in-game/main menu for Fritzbot related settings and keybinds?
A. See the "Fritzbot Custom Settings Menu" section.
Q. Will you add support for 64 bot servers?
A. No, it's a System RAM/CPU issue. Each bot takes up a certain amount of memory and CPU usage no matter what and adding over 32 bots would severly cause a bottleneck during gameplay because of the additional CPU/Memory requirements.
Q. Why can't i set up Private Client slots and set Private Client passwords?
A. It is currently disabled due to a major bug with the Wolfenstein engine (wolfmp.exe). Private clients would connect but they wouldn't be seen as having a real entity slot in the code, and therefore they'd be sort of invisible to the bots. This is a bug with the engine and to fix this issue the cvars "sv_privateClients" and "sv_privatePassword" was disabled in Fritzbot. g_password still works as it should however, so you'll need to use that instead if you want to run a private server.
Q. Will you release a Linux or Mac version?
A. I would LOVE to release a Linux version, but sadly, I don't know a whole lot about it, nor do I currently have any distro of Linux on my computer. With as little free time as I get to work on the bot as it is, learning another OS and porting my code to it is just not possible ATM. The same goes for MAC support - I don't have access to a MAC machine, so its another situation of "I'd love to do it", but can't.
Q. Why was Fritzbot RTCW cancelled? Will there be source code
released now the project is dead? Will work continue on Fritzbot RTCW?
A. Maleficus cancelled the development of Fritzbot due to some career/life changes, i wish him all the best in whatever he develops and thank him for everything he has done. AFAIK, there will be no source code released for Fritzbot continued development, that may change (who knows) but i doubt it. Work will still continue in the form of waypoints and can be aquired at the same location as before, the forums will remain open for any and all support questions.
- Gameplay FAQ
Q. Will you add support for such and such map?
A. Feel free to post you're requests in the message boards so any fritzbot waypointer will see it, if one accepts doing it, they'll more than likely let you know by replying to you're post.
Q. The bots don't hear/strafe/move/think much in combat - what do I do?
A. Play on MEDIUM or HARD skill. EASY skill is meant to be that - easy for you, the player, to beat them. Like playing a new player that has only had the game for a month or so, the bots aren't very bright or tactical on EASY skill.
Q. The bots <crash/get stuck/act lame/talk back to me/etc, etc> when I play them. What do I do?!
A. The best thing to do is to get in touch with us on the forums, and let us know of the problem. Try to be as descriptive as possible when explaing the problem. Also keep in mind the bots are a work in progress, so they may have AI quirks that are still being worked on.
Q. Why do maps LAG like crazy when playing them in Fritz?
A. I've actaully recieved report of this a couple times so i'm gonna tell you a few things to keep in mind that could be the cause of slowdowns in game. Okay first things first. if a lot of bots gets stuck somewhere it'll usually drop you're FPS (Frames Per Second) down, which results in VERY choppy gameplay. Usually you can tell if a bot is stuck is if he's stuck in say a corner or somewhere else you've never seen bots go and he'll just stand there and make no movements at all. The way to fix this is to let the author of the waypoint know when and where the bot keeps getting stuck, be as descriptive as possible when reporting that.
The next reason lag can occur is because the bots take up quite a bit of resources (RAM & CPU), obviously you should disable memory consuming programs before you even start fritz but some systems just simply aren't able to run a whole bunch of bots at one time. You gotta remember that most of these waypoints are created and tested on modern PC's with AMD 64's or Pentium 4's with HT and 1GB DDR RAM and so on. But that doesn't mean you're SOL (in some very rare cases you could be, but it's unlikely unless you try running wolf on a commodore or something) a good way to try and reduce lag this way is to reduce you're in-game bot count either by kicking some of the bots that are playing or by altering the maps bot loading configuration file to you're preference. They can be edited in notepad or wordpad (which both come with windows) the config files are in the config directory and are named like "<mapname>_bots.cfg"
Another reason that could be a cause of you're lag is because you simply just have you're graphics settings to high. Also keep in mind some online games/servers and such can introduce their own lag too if you're experiencing lots of lag online.
Q. Why are the medic bots shooting me in the back when i have little to no health?
A. They are coded to do that because when you're revived you get more health, so if a teamate medic see's you're super low on health he'll kill and then revive you right away. Players do it on server's all the time. This is called "TK-Reviving" and is a valuable tactic used to get teammates healed faster than would normally be possible.
Q. Do bots participate in global votes?
A. Nope their vote don't count, they don't file complaints either, nor can you file complaints against them. You can still kick them, i never tried banning one though. :)
Q. Why do the bots have pings in-game?
A. That's just for show, to simulate online play it's not really their ping.
Q. Hey I was playing a map and notice a button was disabled and some barbed wire barriers we're removed, what gives?
A. The reason the barriers are removed is because Fritz don't work at all with nading blocked paths and Maleficus made a barrier removal system to automatically remove barriers from certain maps, there's exemptions added all the time and they help the waypointers path the map effieciently. The reason the button was disabled is because Fritz doesn't work with buttons atm and it was disabled through the maps script file. It's not deleted, just temporarily disabled until button support is added later on down the road.
Q. I was waypointing a map and found an objective that was totally removed from the map, what do i do?
A. Sometimes the Fritzbot barrier removal code removes objectives if they have improper entity settings. This has happend on some maps and can be fixed. Just let either me (Denny) or Maleficus know of the map and what objective it is that's removed and we'll fix it for a future patch.