Just Posted
0.02. A bad connect and a bad node placement are fixed, lots tweaked some additions. Axis now split the initial spawn half and half between the two rooms.
The running on the beach is due to two reasons. One they are preprogrammed to run towards the opponent when fighting (sniper camps and field op camps may differ from this). Two, I have 2 classes programmed to try to capture the flag. Why the other classes especially the engineers go on the beach I am not sure. There is only one camp open to the engineers (I think) behind the barb wire thingies. One thing that would help slightly would be ladders out of the trench that do not expose the bots to fire from the beach.
The bots do not see the opponent beyond their bot sight limit. Snipers and field ops can see further I think but the field ops need a reason to do so
like being hit by bullets from beyond the bot sight distance. (and the snipers are camping on the upper ridge.) Low Xp bots also do not see the full distance. I used 3450 instead of the expected >4000 for bot_SightDist. It proved to be good enough for the panzers to attack the mg nests. The beach is maybe 7000+, and you might find getting killed by an unseen enemy frustrating (though some weapons give only 20% damage >2500). Feel free to open the aiscript and try any bot_SightDist value you like (use sv_pure 0 for unpacked waypoints).
2- The scripted shooter_mortars should work in ET Pro which also supports scripted entities. Of course you can compile them into the map so they would appear in any variety. How much they cost in fps terms I don't know. I test on 1GB these days with a modest window size and don't worry about fps until this single CPU gets overtaxed from being on too long
(Thank you Microsoft for that).