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Return to Castle Wolfenstein Downloads > Maps > Single Player:
sp_ai_list1 (1.0)
Filename: sp_ai_list.zip


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1.77 MB
1.0
Byz
202
10-18-2011
Retail game
Maps > Single Player


Average User Rating: 9
Number of Votes: 1
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sp_ai_list1 (1.0) - File Description  


Description:
This work 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.



sp_ai_list1 (1.0) - Screenshots  
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sp_ai_list1 (1.0) - File Download Options  

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Download from Worldwide Mirror by FileFront Download sp_ai_list1!



sp_ai_list1 (1.0) - Readme  
Readme File:
Readme for ai_list1
=============================
Author: Byz
Email: unaimed@hotmail.com
Filename: sp_ai_list1.pk3
Files included: ai_list1.bsp, *.ai, *.script, *.aas, *.rcd
ai_list2.bsp, *.ai, *.script, *.aas, *.rcd
ai_list3.bsp, *.ai, *.script, *.aas, *.rcd
ai_list4.bsp, *.ai, *.script, *.aas, *.rcd
levelshots
byz_ai_list.shader
fence_m01.tga


Description
=============================
This work 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 WolfensteinMain
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.


sp_ai_list1 (1.0) - User Comments  
The following comments are owned by the user that posted them. RTCW & ET Files is not responsible for their content.

Total comments: 2 | Last comment: 11-07-2011 at 01:50

 #1 - Download is OK. - 11-05-2011 at 03:34
vicpas
From: (Sao Paulo)
Joined: August 17th, 2005
Posts: 410
Alternative link was deactivated, because the normal link is OK.

 #2 - 11-07-2011 at 01:50
vicpas
From: (Sao Paulo)
Joined: August 17th, 2005
Posts: 410
Great work.



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