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Readme for ai_list1 ============================= Author: Byz Email: unaimed@hotmail.com Filename: sp_ai_list1.pk3 Files included: ai_list1.bsp, *.ai, ai_list2.

bsp, *.ai, ai_list3.bsp, *.ai, ai_list4.bsp, *.ai, levelshots byz_ai_list.shader fence_m01.tga

*.script, *.script, *.script, *.script,

*.aas, *.aas, *.aas, *.aas,

*.rcd *.rcd *.rcd *.rcd

Description ============================= This map is intended to help single player mappers decide which AI models to use in their levels. You can move around and look at a consolidation of all the different enemies in the game and find out which skins they are using. Included in this pk3 file are four maps which contain all of the wolfenstein character models and skins. I had to separate them into four maps because of limits on the number of AI's that can be placed in each map (63). In each map are two rooms full of AI's. They will completely ignore you (even when you're killing them) so there is no need for notarget or other cheats. In the second room you will find an exit that will take you on to the next set of rooms. List of maps and models ============================= ai_list1: infantryss ai_list2: infantryss (cont.) mechanic officerss drz ai_list3: blackguard eliteguard trench venom protosoldier supersoldier loper ai_list4: femzombie zombie warrior dark partisan bj2 inge

eva doc helga priestess zemph deathshead1 hans himmler beast heinrich The only models that I excluded were ones from the OSA cutscenes. They were causing g_alloc memory errors when I placed them in my map along with all of the other models. Their models/skins are, director/default, higgs/default, jack/default, murphy/default. Instructions ============================= Place sp_ai_list1.pk3 into your Return to Castle Wolfenstein\Main folder and start the game with WolfSP.exe. At the console, type, "/spmap ai_list1" to load the first map. To move to the next map, walk through the door which has a red light above it. You can also start any map directly by going to the console and typing, /spmap ai_list2, /spmap ai_list3, etc. When you shoot an enemy, you'll see some text pop up that looks something like this: (AI) soldier16 -> skin: infantryss/default -- head: default. This tells you three things: the entity type I used to create this enemy (ai_soldier in this case - ignore the numbers after soldier. Those are only there so that the game knows what to print), the skin he's wearing (infantryss/default), and the skin he's using for his head (in this example it's default). Notes ============================= Framerate will probably suck in these maps. On average there are 15-30+ models visible at a given time, and the fact that dead bodies are visible from anywhere (bug?) does not help either. If things get really bad you can gib bodies with grenades and that will speed things up. I decided to give these maps a more realistic lighting instead of leaning towards fullbright. I thought this would give a better idea of how the characters would look in a real level. Not all models have working animations. Those that do not are usually the story-based characters that you never fight in the single player game. Some of them have no backwards walking or attack animation, others don't even have a death animation. Do not use the flamethrower on the zombies in the fourth map. Nothing really bad will happen if you do, but they will go into an infinite death loop. I had to prevent them from ever truly dying to fix a crash bug that seems to happen if you kill alot of them at once. I made it impossible to kill Heinrich in the fourth map because when

he dies all of the undead swordsman in the map die too. The ai_femzombie entity seems to be non-functional so I used ai_zombie instead.

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