I think we've had VIP gametypes for the other CoD games before, but here's one for Call of Duty 2 now by La Truffe. The idea is fairly simple; it's a bit like Behind Enemy Lines, I suppose, but with other quirks to being the VIP and not as much a balance as with BEL. It reminds me a lot of the America's Army VIP mode, and both offer lots of exciting tactics to keep the game interesting. ;) For this reason, I highly recommend this to server admins for their clients to enjoy, so check out the screenshots and put the VIP CoD2 gametype on your servers today! :thumbsup:
V.I.P. : a gametype for COD2 Author : La Truffe (firstname.lastname@example.org) ++ Credits None (made from scratch) ++ History log v1.0 : initial version ++ Object This is a new gametype for COD2. It's more or less similar to VIP gametypes that can be found in other multiplayer games, but here is a version for COD2 with its own features. This gametype is team based. Each team has 1 special player (the VIP), which is the target for the other team. Each team must try to kill the enemy VIP while protecting its own. Why only 1 VIP per team ? because it probably wouldn't be too much fun to run after several enemy VIPs and have to protect several friendly VIPs at the same time ; 2 objectives at once seem enough for most players. A team scores one point when the enemy VIP has been killed. Players get individual scores for killing regular players and the VIP. Players also get score by protecting their VIP, that is killing enemies in the vicinity of the VIP or enemies that recently caused damage to the VIP. These extra scores are a strong incentive for players to keep the objective in mind (kill the enemy VIP and protect his own) instead of blindly killing anybody in sight like in plain old TDM. When friend icons are enabled, the VIP has a specific head icon visible by his own team mates. VIPs may also be targeted on the compass for team mates and/or enemies (configurable by dvars). When a VIP has been killed, the player respawns as a regular player, and another player in the team is selected as the new VIP. The selection system integrates a random factor that usually prevents being the VIP twice in a row, although it's not impossible - and certainly necessary if you are alone in your team ! When a player is picked as the new VIP, he dies (without accounting this death) and is forced to respawn at a spawn point. This is to prevent "instant VIP killing" if the player was in the middle of a firefight and about to die just before being selected. The VIP is a very special player, not a simple soldier ; otherwise we wouldn't call him "VIP", would we ? As such, he cannot handle weapons and is only able to use a pistol, smoke and frag nades. Hopefully, his pistol is heavily modified : it makes 2x damage and has 5x ammo ! Also, he uses special smoke nades that make a very dark smoke spreading over 2x the space of a normal smoke cloud. And when the VIP stands into the smoke, he becomes invisible on the compass ! (if compass visibility is activated of course). The smoke provides a good visual protection for the VIP, its drawback being that the smoke is also a good indication of the area where the VIP is hiding. VIP visibility on compass is not altered by the enemy VIP's smoke, or even by a previous VIP now dead ; let's say their respective smoke nades are not compatible... VIP smoke nades cannot be thrown, just dropped. VIP pistol and smoke nades can be disabled with a dvar, if you want to give the VIP the opportunity to use standard weapons or smoke nades. The VIP uses normal frag nades. Why ? err... why not ? but the number of frag nades given to the VIP is configurable. Last, the VIP has an initial health of 150% compared to standard health ; configurable of course. Binoculars of all players have the ability to tell you when you have spotted the enemy VIP ! this can be useful to track down a hiding VIP even if he's marked on the compass. The VIP smoke neutralizes this feature. These special binoculars can be disabled as well. ++ Compatibility with COD2 V.I.P. was designed and tested with patch 1.3 ; it may work or not on earlier versions, but who really cares ?? ++ Compatibility with mods V.I.P. is AWE-ware... (pun intended) : it's compatible with the latest AWE (3.0 beta 10). It's also usable in a standalone form. For other mods, an adaptation may be needed, but as I don't use anything but AWE I cannot provide support easily ; I can have a look on request though. ++ Compatibility with maps V.I.P. uses existing TDM spawn points so it should be compatible with any map that supports TDM. ++ Installation / uninstallation This gametype mod has a client and a server part. It cannot be made server-side only because it contains client files. However, the client part is very small. To install, just put the client and server files in your mod folder (pointed by fs_game), or in your main folder if you have no other mod, although it's not recommended to put mods in your main folder... For the server part, choose the proper version : AWE compatible or standalone ; do not put both in the same folder ! You may also want to combine the client part with another client mod, the same for the server part. It should not be a problem, as there are only new files, no existing file has been modified. To uninstall, just remove the client and server files ; now that's an uninstallation procedure ! ++ Configuration Please see the sample vip.cfg for a description of the new dvars. Copy/paste the desired dvars in your config file or make it execute vip.cfg, and set g_gametype to vip in your config file. ++ Copyright Copywhat ?? no, seriously... as long as you don't forget the credit you're free to do anything you want with this mod. ++ Feedback Please give your feedback (comments, bug reports, suggestions, cheers, insults or whatever) preferably in this thread, or by a PM in this forum, or by email at email@example.com. Remember that this is still beta, and may (read : "surely") contain bugs, as I did not extensively test it in conjunction with every standard option or AWE option. I'm especially interested in script errors reports from the console log, as it's sometimes difficult to reproduce bugs. Have fun with this gametype !
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