Enemy Territory Help
Table of Contents
First, you need to go into the Game Dir/Enemy Territory/Docs folder and look
for a file called PlayerGuide.html. That will give you a quick introduction to
the new player classes and game mechanics.
I think that you'll find most of what you know in RTCW ports over pretty well
to Enemy Territory. For sure, lots of people will drift towards the new weapons
and classes at first, but give it some time and everything will even out.
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What's Changed Since Test?
This is not an all inclusive list, but I thought I'd
highlight some of the game changes (but not bug fixes), many made in response to
community feedback, that Splash Damage/id/Activision made to the game since the
release of Test. All I can say is, "WOW!!!". There should be no doubt
that the developers listened closely to what the community said they wanted from
the game and delivered in spades. Thanks!
- Player animations are much much smoother now
- Map load times drastically improved
- Echo statements returned
- Headshots (with or without helmet) with scoped
rifles now cause instant death
- Headshot damage reduction from helmets standardized
to -20 damage, except for headshots by scoped rifles (K43 or Garand)
- Panzerfaust blast radius reduced by 25%
- Models for med and ammo packs changed to mirror what
you see in the ammo racks and make it easier to distinguish what is lying on
- Wire added over the top of the Fuel Dump wall breach
to prevent stacking
- Health is now shown as a discrete value in addition
to the health bar
- General calls for "medic" on player death
made distinct from player-initiated requests for "medic!" and
sound off in the local environment rather than as a global voice message.
Enemy players nearby can also hear the call for "Medic".
"Medic!" text spam whenever a player is killed has also been
- Three additional ranks added (Brigadier General,
Major General, General) for achieving Level 4 in 5, 6, and 7 skills
- Experience gained per health or ammo pack reduced
from 2 per pack to 1 per pack
- Grenade physics changed back to original RTCW
- Audible signals sound when votes are called (bell
chime) or when referees take an action (referee's whistle)
- Quick chat structure now completely mirrors the RTCW
chat structure. New chats have been added to the END of the appropriate
- Voices completely reworked and many favorites,
including multiple variations (cheers, etc) brought back
- New sound effects added - some guns for sure, not
sure what else
- Double-tap to prone can now be turned off via the
- "No shoot" symbol when targetting
disguised covert ops made a little more prominant and seems to pop up faster
- "No shoot" symbol shown when player takes
a position from which they cannot use the weapon (e.g., panzer from prone)
- Some skill level awards renamed to make benefits
more clear (e.g., Adrenaline is now known as Full Revive)
- If you run over an ammo pack with 2 magazines, you
are told that you picked up a "Mega Ammo Pack"
- Spread on MG-42s increased slightly
- Constructable command posts now have a flag
indicating which team built it
- Added end-game animations to the maps
- Axis medic skin changed - no longer wearing an
overcoat; other skins made more detailed such as the Axis Field Ops
- Axis and Allied satchel charges are now different
- Objectives are voiced at beginning of map and after
certain gates are reached (e.g., Tunnel doors blown)
- Face is now more animated and when the first
headshot is received, the helmet is removed
- Construction noises now sound when building
- Player given warning if standing in a construction
- Player guide expanded and improved significantly.
Gives detail behind experience points, skills, and lots more "how
- Standing at tank-destroyable doors result in player
death if in blast area
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New and Improved Limbo Menu
The first thing that you will notice is the new limbo
menu. The developers have done a great job of putting everything, that used to
take multiple click views, into one control panel:
- Objective Summary
- Command Map. The buttons to the left enable you to
select what you want to show on the command map and how large the icons will
appear. To select spawn sites, use the command map and click on any of your
side's flags and at next respawn that's where you will start off
- Game Timers
- Skills and Experience Summary
- Team Summary. Shows how many allies, axis, and
spectators are currently in-game
- Class Summary. Similar to the /classes command in
Shrub. Shows how many of each class currently are on your team
- Weapons Selection and Stats. Notice that there is
"1 of 2" under the picture of the SMG. This indicates that the
Thompson is 1 of 2 weapons available to the engineer. Click on the SMG and
you will see a drop down box showing all the weapons available to you, based
on selected class. Click on one to select.
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Player Classes and Equipment
All of the original classes are back with one addition and
one re-naming. Here is a quick summary of what has changed, gains from
experience notwithstanding, with each class:
||Changes from RTCW
- Lost ability to select Venom (gone), Sniper rifle (changed), or
- Added ability to select MG42 and mortar
- Required to construct game objectives
- Required to repair vehicles
to plant land mines (weaponbank 7)
- Ability to defuse land mines and satchel charges
- Option to select from one of 2 weapons
- Spawns with only 4 grenades but can accumulate up to 8 through
- None as far as I can tell
|Field Ops (aka Lieutenant)
- Name change from Lieutenant
- Airstrikes now require 100% bar
- Number of airstrikes at one time limited
- Limited to default SMG. Cannot select other weapons
- Artillery barrage now has 8 shots vs 4 but smaller blast radius
|Covert Ops (new)
- Ability to detect mines (Use binoculars, and keep looking at
them till it plants a flag)
to acquire enemy uniform
- Performs role previously filled by Soldier-Mauser
- Can choose from one of 3 weapons
- Can plant satchel charges (weaponbank 6) and use smoke grenades
With the exception of the Medic and Field Ops, everyone gets a bunch of
weapons to play around with. Medics and Field Ops just get the default SMG.
NOTE: This was tested by launching two instances of the game, creating a
fireteam (so I could see a discrete health figure), then shooting the crap out
A couple of observations:
- Headshot damage has been reduced by 20 points when
the target has a helmet
- MP40s and Thompsons do the same amount of damage
- Scoped weapons will do more damage (body and head)
while in scoped mode
- Base pistol damage has been upped to 18
- Range affects damage. Pistols, SMGs, and the FG42
deal half damage at long range. I don't know what consitutes "long
range" but I tested shooting from the top of the MG42 hill to the
Allied side of the bridging site on Fueldump
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How Do I Write Weapon & Class Binds?
For those of you who want to write class selection binds
and scripts, the team/class/weapon variables have been changed significantly.
Now, the three seperate variables from RTCW are combined into a single
"team" variable, which takes the form:
bind x "team [team][playertype][weapon]"
- [team] is r=axis, b=allies
- [playertype] is 0=soldier, 1=medic, 2=engineer,
3=field ops, 4=covert ops
- [weapon] is 3-35 (see chart above)
So a bind to spawn me as an Axis engineer with the K43 w/ grenade launcher
would look like this:
bind x "team r 2 23"
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For those of you who want to write scripts involving weaponbanks, here are
the assignments for weaponbanks 1-7 by class. You'll notice that there is an
additional weaponbank (7) and it's only used by the engineer.
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Can Spawnpoint Scripts Be Used In ET?
Yes and no. For each map, there are spawnpoints associated
with spawnpoint0 - spawnpoint4. However, the assignment of spawnpoint numbers to
spawnpoints is inconsistant. In RTCW, spawnpoint1 would always spawn you at the
rearmost axis spawnpoint. Not so in ET. Here is a chart of maps and spawnpoint
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So What New Commands Will I Need?
Since people are going to want to know how much their
basic configs have to change, I thought I'd offer up the list of commands I had
to add to my RTCW config. The good news is that I was able to copy just about
all of my scripts and configs from RTCW to ET, all except for the class select
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Other Frequently Asked Questions
- Why can't soldiers pick the Mauser rifle?
For the most part, sniper weapons have been moved over
to the new class, Covert Ops. They get to choose from either the FG42 or a
silenced, scoped sniper rifle.
- What! No venom?
Nope. The venom was retired for a mobile MG42. I think
you'll get used to the MG42 real quickly and learn how to use it in the most
effective way. A couple of notes on the mobile MG42:
- 150 rounds per belt
- 4+1 belts max loadout
- ~30-35 rounds a second
- No spin up time
- MG 42 does overheat
- 2 firing modes:
- not on bipod: can move, very inaccurate
- on bipod: must be in prone, can crawl*, much
- What happened to the Lieutenant? How am I going
to get my ammo?
The Lieutenant has just been rebranded as the Field
Ops Specialist. The Field Ops can do everything the LT could except pick
from the 3 available SMGs. The reason for this is the promotion and ranks
system associated with experience. It would get confusing to have someone
named Lieutenant Sergeant Iffy.
- WTF? How do I select spawn points?
Call up the limbo menu and look for the American or
German flags. Those represent the spawn points. use your cursor to click on
any of your sides spawn points and that's where you'll respawn. There is a
way to select spawn points through the use of a spawn point script, but
there is currently no standard naming/numbering convention for spawn points.
- The game doesn't recognize MOUSE3. What's up with
This is a problem I had. ET would not recognize the
same MOUSE3 bind that I use for RTCW. Uninstalling the Logitech Mouseware
program fixed this for me. On another note, you can now bind MOUSE4 and
- What happened to +dropweapon?
Currently, +dropweapon doesn't work. However, you can
still exchange weapons. Any class, which has multiple weapon options, can
exchange their current weapon for another - as long as the new weapon was
originally available to them. The exception is that engineers and medics can
pick up the other side's default SMG. To exchange weapons, stand over the
new weapon until the tool tip appears, then hit +activate.