File Description
New version. Fixes map crashes in OBJ gametype. Adds alpha-release of the new Quad-Team Deathmatch gametype ... loads of fun. Check out the README.txt.
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Readme
ew CoD gametypes ... NOTE: for Quad-Team Deathmatch, clients must have the pk3 or the server must allow downloads (and the clients as well). The menu system, that allows team selection, etc. must be present on the client. - 4xtdm ... Quad-Team Deathmatch. Basic TDM with 4 active teams. Game play is working, however the scoreboard system is not scriptable. Hence having trouble getting showing scores. Score is maintained, and at the end of each round a message is posted indicating which team won (or tie in case of draw). CoD appears to have an internal "sessionstate" which is hard-coded for allies and axis only, hence the problems with the scoreboard. It also affects player team head icons, CoD cannot distinguish between allies (americans, russians, british). To get around this, I set all "non-spectator" players as belonging to team "none" (ala Deathmatch), you can still view individual scores, but you cannot identify which team they belong to. Whereever possible, names in kills are color-patterned after CoD's own (green=americans, blue=british, red=russians, yellow=germans), which germans being the only deviation. Anyway, this is just an alpha of the gametype. Have too many questions that I hope the SDK will answer. - obj ... ala MoH:AA Objective style. Allies must destroy two targets, while axis must prevent that from happening. Winner is first to achieve objectives or eliminate opposing team. If the allies plant both bombs, but get killed, axis must still defuse at least one of them two win. Works with all SD maps (so Chateau and Ship cannot be used). - rb ... Round-based Team Deathmatch. Eliminate opposing team members; if you get killed you don't respawn. Works on all maps. S&D spawn points are used if they exist, otherwise RE ones are used (so Chateau and Ship work). Place the .pk3 file under the CoD server's Main folder, update config files as needed and restart the server. Set gametype to "4xtdm", "obj" or "rb" and start appropriate map rotations. New cvars that must be used to control OBJ gametype: //Quad-Team Deathmatch set scr_4xtdm_timelimit "15" // Map time limit, in minutes - 0 to 1440 set scr_4xtdm_scorelimit "0" // Team score limit per map //Objective Default Description set scr_obj_graceperiod "15" // Time at round start where spawning and weap. // choosing is still allowed, 0 - 60 seconds set scr_obj_roundlength "5" // round length set scr_obj_roundlimit "0" // Max Number of round wins per map set scr_obj_scorelimit "0" // Team score limit per map set scr_obj_timelimit "15" // Map time limit, in minutes - 0 to 1440 set ham_obj_stopwatch "1" // show timer for bombs set ham_obj_bombplant "5" // seconds to defuse bomb set ham_obj_bombdefuse "8" // seconds to defuse bomb set ham_obj_bombtimer "45" // seconds before explode New cvars that must be used to control RB gametype: //Round-based TDM Default Description set scr_rb_graceperiod "15" // Time at round start where spawning and weap. // choosing is still allowed, 0 - 60 seconds set scr_rb_roundlength "5" // round length set scr_rb_roundlimit "0" // Max Number of round wins per map set scr_rb_scorelimit "0" // Map team score limit per map set scr_rb_timelimit "15" // Map time limit, in minutes - 0 to 1440 // Additional cvars set hamNoKillCam "1" // 1=disable killcam --[MC] Hammer [MC] Gamers In CoD We Trust! http://cod.mcgamers.com/ ______________________________________________________ === V1.2 == 11/13/2003 - Fix map crasher in OBJ gametype (seemed to happen whenever the first bomb is planted on all maps except brecourt). Anyway, it should be fixed now. - New quad-team deathmatch game play. Still having problems with scoreboard, internal session state for things like head icons, etc. Hopefully I'll be able to do something about it when the SDK comes out. === V1.1 == 11/10/2003 - Added round-based gametype. === V1.0 == 11/9/2003 - Fixed bomb defusing problem. Fooled CoD by reusing existing triggers and applying a bit of bounds checking of my own. It's the best I can do for now, and IT WORKS. === V0.0 === 11/2/2003 - First release: just having some fun trying to see what can be done with gametypes and what files must be included. Only one problem exists, and it has to do with axis having a real hard time finding the defuse "sweet- spot". Having to create triggers on the fly, but CoD doesn't appear to allow specifying trigger dimensions (setsize method).
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