Conquest TDM Gametype

Here's a cool and fun new version for the Conquest TDM gametype. Tally ported this from CoDUO, and now it's ready to be played on CoD2! Ther...

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Here's a cool and fun new version for the Conquest TDM gametype. Tally ported this from CoDUO, and now it's ready to be played on CoD2! There are a lot of new features and maps, new cvars and such.

If you're looking for something to add some sizzle to your server, download this gametype now!

- djheps

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		###############################
		Conquest TDM Gametype COD2 v2.
		###############################

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// Original UO Gametype: Innocent Bystander		//
// version 1: Ported over by Tally and Uncle Bone	//
// version 2: Tally (with help from drofder2004)	//
////////////////////////////////////////////////////////

Exactly 1 year ago to the month, I ported over Conquest UO to COD2. At that time, and until this day, only 2 maps have ever been built to support this great gametype. UncleBones maps were/are awesome, but I was very disappointed that only 2 maps were ever made, as this limited the gametype greatly. Consequently, I have spent the last 6 months or so, getting Conquest to work on any map which suits the Conquest gameplay. I therefore introduce to you version 2.

Maps supported in this version:

mp_twin - UncleBone

mp_mat2 – UncleBone

mp_peaks – Hercules

mp_foy2v2 – Dickymint

mp_vitebsk - [MTAS]Sami

mp_brunville – Dragon

mp_brecourt – Stock map

No features of the original gametype have been lost. More maps to follow. No map has been edited at all. This is completely server side.

Spawn logic acts exactly the same way it does in the map-specific version (i.e. version 1). As an objective is capped, you are either spawned nearer or further away from the last spawn point.

New Features:

#Roundbased – all cvars are cvardef, so you can change the number of rounds for each map. You can have a single round, or as many rounds as you like

#Spawntickets - set the number of times a player can respawn. If you don’t want them to respawn at all, set the var to “0”.

#Objective Capture time – set this to whatever time you want. A progress bar is displayed for the player capping the objective

#Role Swap – If defenders win the round, they become attackers next round.

#Team Swap – if you don’t want to use the role swap feature, you can use the team swap – if you were allies in one round, you are swapped to axis next.
Works in 2 ways – either swap teams every round; or, swap at half way point (i.e. if you have for example, 4 rounds, you swap teams at round 2)

#Objective Capture Voiceovers – when a standard objective or a bonus one is capped, different voiceovers call out the victory. Defenders get a voiceover as well, telling them they have lost an objective.

#FX played on Objectives – Attackers turn off radio sounds for standard objectives; defenders turn them on. Bonus objectives explode.

#Gametype delay – delay the start of a match until more players arrive. Set the amount of time via cvar.

#Round Display – Displays the round number

#Captured Objectives Hud – displays the number of objectives capped by each team

#Total Time Clock – you not only get the round clock, but you can have the total time left displayed as well.

#Players Alive/Dead Hud – as its so important to know how many players are left alive in this new version (because of the Spawn Tickets), I have included a Player Status hud.

#Nationality Compass Objective Indicator – now, instead of having a universal compass indicator to show where the objective is, its different for each nationality.

#Victory Flags – there are now Victory flags for each nationality displayed both at round end, and map end. There is a separate one for a draw.

New Scoring Features:

#Points for Eliminating Teams – if your team wins by eliminating the enemy team, the team gets 5 points.

#Round Win Points – if a team wins a round, they all get a set amount of points for it. Set this by cvar.

#Assist Points – if you team mate is capping an objective, and the enemy try to kill him, if you kill that enemy player, you get 2 points.

#Defend Points – if you decide to stay and defend an objective, when the enemy are within a certain distance of the objective and you kill them, you get 2 points.

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Use:	The usual - place the IWD file in an fs_game folder. 
	download the maps supported by this gametype, and place them in your COD2 'main'
	Place a copy of your custom map IWDs and the gametype IWD file on your redirect space for download

	Please see the included .cfg file for gametype cvars.

	NB: A Client MUST HAVE a copy of the IWD. It has files without which the client cannot play this gametype successfully

############################################################################################################################

Credits: 	Code from AWE and Extreme can be found in this gametype. Permission to use them from Wizzard220
		UncleBone - he made use of cnqCallbackSpawnObjectiveComplete stuff, which he included in mp_mat2, and put it in the main gametype script
		drofder2004 - for all the level entity advice, snippets of code, and trying to create a spwan array

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Tally


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Registered 26th October 2005

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