My scr file looks like this so far. Would you do a standard "necissary for bots" alias list please.
Thanks for everything your a champion.

main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Save the"
setcvar "g_obj_alliedtext2" "Bridge"
setcvar "g_obj_alliedtext3" "..da"
setcvar "g_obj_axistext1" "Bombardieren"
setcvar "g_obj_axistext2" "Sie Br?cke"
setcvar "g_obj_axistext3" "..da"
setcvar "g_scoreboardpic" "obj_spr-final-scene"
exec global/DMprecache.scr
//jv's new sound workaround ..... here goes.
local.master = spawn ScriptMaster
local.master alias airplane3 sound/vehicle/M1_PlaneBy.wav soundparms 1.3 0.2 1.0 0.3 600 5000 weapon streamed maps "obj"
local.master alias tank_snd_idle sound/vehicle/veh_tank_idle1.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto streamed maps "dm obj"
local.master alias tank_snd_run sound/vehicle/veh_tank_run1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto streamed maps "dm obj"
local.master aliascache tank_snd_revup sound/vehicle/veh_tank_revup1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_revdown sound/vehicle/veh_tank_revdown1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift1 sound/vehicle/veh_tank_shift1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift2 sound/vehicle/veh_tank_shift2.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_shift3 sound/vehicle/veh_tank_shift3.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_on sound/vehicle/veh_tank_on1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_start sound/vehicle/veh_tank_on1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_off sound/vehicle/veh_tank_off1.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_stop sound/vehicle/veh_tank_off1.wav soundparms 1.0 0.0 1.0 0.0 1000 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_stone sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_wood sound/vehicle/veh_tread_metal.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_doorclose sound/mechanics/DoorHatchClose_02.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_snd_dooropen sound/mechanics/DoorHatchClose_02.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj"
local.master aliascache tank_vehicle_crash1 sound/null.wav soundparms 0.7 0.4 1.0 0.5 160 1600 auto loaded maps "dm obj"
local.master remove
exec global/exploder.scr
level waitTill prespawn ///////////////////////***********************************************************
level.script = maps/obj/obj_spr-final-scene.scr
exec global/ambient.scr mohdm1
$exploder solid
$sticky_poo notsolid
$bridge_bike notsolid
level waittill spawn ///////////////////////***********************************************************
level.jvbot_showavatar = 0
level.debug_light = 0
level.jvbot_respawning = 1 // uhm, better just leave at 1 for the beta
level.alliesbots = 1 // max number of bots
level.axisbots = 6
level.dmrespawning = 1 // respawn players, necessary!
level.dmroundlimit = 10
level.clockside = "allies" // allies win when timelimit is hit
level.defusing_team = "allies"
level.planting_team = "axis" // can be set per individual bomb as well by using the $plantteam key
level.bomb_damage = 128
level.bomb_explosion_radius = 128
level.jvbot_tasks_priority[follow] = 3
level.jvbot_weapon_priority["bazooka"] = 5
level.jvbot_weapon_priority["panzerschrek"] = 5
$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.routelist[bomb] = river::bridge::wiggle
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 0 0 // enables bots
while !(level.roundstart)
wait 0.5
thread axis_win_check
end
axis_win_check:
while($bomb.exploded != 1)
wait 0.5
//while($bomb2.exploded != 1)
//wait 0.5
//while($bomb3.exploded != 1)
//wait 0.5
//while($bomb4.exploded != 1)
//wait 0.5
level.axiswin = 1
//level.dmroundlimit = (level.dmroundlimit + 18)
// thread camera_mover
//wait 18
teamwin axis
end