PRM Realism Mod v3.5

Ok I know you've all been wetting your pants waiting for PoolMaster's Realism v3.5 with SUPPORT FOR 1.2! So I'll shut up and you'll downloa...


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Ok I know you've all been wetting your pants waiting for PoolMaster's Realism v3.5 with SUPPORT FOR 1.2! So I'll shut up and you'll download it!

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                        (PRM) Pool's_Realism_Mod (PRM)	


Read Me By: Wolfsbane/PoolMaster

For the latest information on PRM, visit our clan forum at

***Request From Developers***
We the developers of PRM ask that you please, at the end of your server name, put _PRM to show that you are in fact running PRM. This way it will make it much easier on the general public to distinguish servers that are running PRM. Thank you.

This mod was started by me, PoolMaster, and was mainly designed for use on the [1stSF/SS] Tactical Realism CoD Server. This mod has been made available for all to use. Now what is realism you might ask... Realism in a game is trying to come as close to real-life as possible. Since this game is based off of WWII, this mod tries to create a realistic effect from that time.  What is tactical? Tactics is the military science that deals with securing objectives set by strategy, especially the technique of deploying and directing troops, ships, and aircraft through effective maneuvers against an enemy, which basically means you hold positions (camping) and move as a squad and work as a team. This mod tries to further the gameplay for these serious tactical realism players like myself.


******Important Notice******
In previous versions of PRM, the weapon settings that were used had been copied from Crow King's Realism mod. When PRM was first created by PoolMaster, he had help from various sources. Somewhere along the way, those settings were added to the mod either by him or someone else. It was not realized at the time and as such we did not give credit to the great work that Crow King's development team poured into those settings.  This was a serious error on our part, and we are doing everything we can to make amends. 

The weapon settings have been removed and replaced with stock settings from the patch, then adjusted for damage, range and ammo.  Accuracy is still stock, but we are working on it and will have new settings for the next full release of PRM. 

Crow King has done tremendous work in the modding community, and has done so for years.  We have always held the highest regard for his accomplishments.  Should anyone take issue with how PRM got started, we recommend using the CKR mod as an alternative realism mod.

						-Wolfsbane and PoolMaster

1.= Only server admins will need this, it is server-side, not client-side.
2.= Place in your CoD main folder

	tdm.gsc file's located in maps/mp/gametypes
	re.gsc file's located in maps/mp/gametypes
	sd.gsc file's located in maps/mp/gametypes

	Or any folders labeled "weapons" or "info"


****Updates from 3.0****
-Shellshock added
-Players drop to prone when hit
-Bleeding fully redesigned
-No respawning with captured sniper rifles
-Grounding for those who don't obey server rules
-Random grenade and ammo loadouts
-Weapon settings changed
-Grenades set to 4 second fuse, explosion radius changed
-Gametypes RSD, OBJ and RB removed pending conversion for patch
-Switchteam has been removed
-Killcam removed (included in patch)

-We have modified the bleeding mod
-When a player is shot in the hand/arm, they drop the weapon they are holding
-Adjustments to Hud (all works now)
-HLCRcon ingame control for PRM will be released asap
-Gametypes RSD, OBJ, and RB are now in PRM

1.= Gives server admins the ability to turn off crosshair, indicators, basically all hud options for clients.
3.= Enables ability for server admin to turn on and off kill-cam.
2.= Makes dramatic changes to weapon damages.
3.= Makes grenades cookable with a 5 second fuse.
4.= Enables a weapon limiter for all weapons.
5.= Enables a bleeding mod.
6.= Disables Healthpacks.
7.= Makes it so Sniper rifles are not dropped after a player is killed (so snipers are truly limited)
8.= Ability to make players switch teams via RCON.
9.= Kar98 has disabled partial reload.(couldnt happen in real life, cant happen here)
10.= Objective, Round Based, and Reinforced Search and Destroy gametypes added.


-Disabling of HUD (cvars turn on and off):

	This gives server admins the ability to disable Crosshairs, Avatars, 		Friendly Names, most things in a clients HUD. This adds big time to 		realism. Most likely people will not use all of these, but if they 		were wanting to do it, this mod would be an ultimate realism mod.

-Weapon Damage Changes (built-in):

	One shot to the head is a usually a kill, one shot to upper torso 		will kill most of the time (or you will bleed to death), 2 shots to 		lower torso is a kill. Limb shots vary for damage. Basically, this 		mod bucks up the "punch" on weapons for CoD.

-Cook Nades (built-in):

	If you hold down the fire button with a grenade out, it will begin 		cooking the grenade with a 4 second fuse, so if after 3 seconds 		you're still holding the grenade, best throw it and duck cause if you 	dont, you're toast.

-Weapon Limiter (cvars set weapon limits):

	Makes it so Server admins can choose how many weapons are available 		to each teams. Stock is... 1 sniper per team, unlimited rifles per 		team, 6 allies smg's, 10 axis smg's, 2 mg's per team. You can do this 	through rcon while on the server instead of having to go through the 		cfg.

-Bleeding Mod (cvar turns on and off):

	Any wound will cause the player to start bleeding.  How much you 		bleed and for how long depends on where you were hit.  Head and neck 		wounds will bleed continuously until you die.  Chest wounds will 		bleed severely but it is possible the bleeding will stop before you 		die.  Arm and leg wounds will not bleed much.  Also, how much you 		bleed and how long has been randomized to provide a more realistic 		experience.  Minimums are set to maintain realism but each hit will 		be different.  Bleeding rate has been increased, but you bleed less 		so it's more realistic.  It may take a long time to bleed to death 		now.  Bleeding to death does not count against a player's kills, but 		does count as a death.  The player that shot you does not get a kill 		count if you bleed to death.

-Health Packs (cvar turns on and off):

	They are now disabled, they do not drop when a player is killed. In 		real combat a player doesn't have the ability to go to a dead ally or 	foe to get health from a magic box, neither does this MOD.

-No Respawning with Sniper (cvar turns on and off):

	When a sniper dies and their rifle is dropped, another player can 		pick it up and use it.  With this cvar turned on, they will not 		respawn with the captured sniper rifle.  This is to maintain the 		sniper limit while allowing sniper rifles to be picked up and used 		once the sniper is killed in a round.  This is only effective for 		non-respawn gametypes (SD, RE).

-Weapon Drops (cvar turns on and off):

	Normally when a sniper dies and someone picks it up, they will keep 		the rifle even after the round is over.  The original sniper will 		respawn with a sniper rifle, and so the sniper limit is passed.  This 	will prevent sniper rifles from dropping and maintain the limit.

-Arm/Hand Hit = Drop weapon (cvars turn on and off):

	This is for ultimate realism. There are two cvars for this setting, 		one for hand hits and one for hand and arm hits.  If arm hits are 		activated, you do not need to set hand hits as well.  When a player 		is shot in the hand/arm, they will drop their weapon.

-Clan vs NON-Clan Matches (cvars turn on and off):

	Clan tags are set with a cvar.  When activated, anyone without 			matching tags at the start of their name will not be able to join the 	clan's set team.  Color codes in tags and names are ignored so they 		will work.  If both teams are set to clan teams, it defaults to 		Allies.  Note that the tag check is case-sensitive, so upper and 		lower case letters will not match each other.

-Grounding (cvars activate and de-activate)

	Setting up a tactical realism server can be frustrating when it is 		over-run with bunny-hoppers or run-and-gunners.  Since before the 		patch came out, Wolfsbane created a mod that would force any player 		into a crouch for as long as the admin wanted.  Now that the patch is 	out, the mod seems to still have a place in PRM.  Any number of 		players can be grounded, and messages will display on their screen to 	let them know what has happened.

-Hit Knock Down (cvars turn on and off)

	This will force a player to the prone position from any shot except 		arm/hand hits.

-Shellshock (cvars activate and de-activate, and set time for shellshock)

	The shellshock that PRM incorporates, is basically the exact same 		kind used in SP. You can set it for every kind of damage taken, 		panzers, nades, bashes, bullets, and falling damage. You can also set 	how long the shellshock will be for each type of damage recieved.

-Weapon cvars:
sv_alliedSniperLimit // default 1 
sv_alliedSMGLimit // default 6 
sv_alliedMGLimit // default 3 
sv_axisSniperLimit // default 1 
sv_axisSMGLimit // default 10 
sv_axisMGLimit // default 3 

-Drop weapon cvars:
set sv_dropOnArmHit // this will drop the weapon on arm, hand or gun hits. 
set sv_dropOnHandHit // this will drop the weapon on hand and gun hits only

	NOTE:If both are turned off ("0"), then the weapon doesn't drop at 		all.

-HUD cvars:
sv_no_crosshairs // 1 = disables crosshair, any other value enables them
sv_no_crosshair_names // 1 = disables them, any other value enables them

-Other various cvars:
sv_healthpacks // 1 = drop health, 0 = no health packs dropped 
sv_nokillcam // 1 = killcam disabled, 0 = killcam enabled 
sv_noDropSniper // 1 = snipers not dropped, 0 = snipers dropped 
sv_bleeding // 1 = bleeding on, 0 = bleeding off 
sv_hitKnockdown //1 for on, 0 for off. This is what forces a player prone from any shot except arm/hand hits 
sv_noSniperRespawn //1 for on, 0 for off. Players that pick up dropped snipers do not respawn with them (turn off noDropSniper to use this) 

-Clan vs NON Matches:
sv_clanTags // sets clans tags for use of the other cvars(ignore color codes)

	NOTE-I strongly recommend seting this in .cfg, not via rcon. it would 	just be (for mine): set sv_clanTags "[1stSF/SS]"
sv_clanAllies // 1 to activate; forces non-tag wearing players to choose axis
sv_clanAxis // 1 to activate; forces non-tag wearing players to choose allies

	EXAMPLE: "/rcon set sv_clanAxis 1" forces those w/o (is) [1stSF/SS] 		to allies


sv_killBunny <number> //fill in the client number of the player you wish to 		ground
sv_releaseBunny <number> //will release the player from grounding
sv_allowBunnies 1 //releases all bunnies at once

Cvars are:
sv_shellshock 0				//meant as an rcon command to quick turn shellshock on or off (1 is all on, 2 is all off)
sv_shellshock_grenade 1		//grenade explosions cause shellshock
sv_shellshock_bash 1		//bash causes shellshock
sv_shellshock_fall 1		//fall causes shellshock
sv_shellshock_panzer 1		//panzerfaust blah shellshock
sv_shellshock_bullet 1		//bullet* blah shellshock

sv_bash_ss_time 5			// time shellshocked when bashed
sv_grenade_ss_time 5		// time shellshocked when grenade goes off nearby
sv_fall_ss_time 3			// time shellshocked when a person falls and takes damage (has the effect of slowing them down)
sv_panzer_ss_time 5			// time shellshocked when hit with panzerfaust
sv_bullet_ss_time .5		// decimal figure for bullet shellshock time I recommned < 1.0 because it just becomes an annoyance

****Known Glitch's/Bug's****

-Random weapons/grenades.  During the grace period, if a player switches weapons they will receive a full load of ammo not reduced by randomization.

-Patch grenade allocation.  In the patch, the number of grenades you get depends on which weapon you have.  If you throw your grenades and change weapons before the grace period ends, you get a full compliment of grenades again.  This is not a PRM glitch but one built into the patch itself.


-Also, when a large amount of people are on the server,we have found that you can hit reload and the animation works, even if you have a full clip... dunno what that is, but it's nothing too worry about ;)

-Reporting Glitch's/Bug's:
Please see Contact Information at the bottom for ways to contact us about them.
-Developers: PoolMaster

-Outside Help: 
         -Gathered some help from him here n' there, if I had a question, 		he'd usually answer, thx for the support.       
	 -Some of the client over-ride cvars were gotten through scorpios 		server-side mod.              
	 -The original scripting for the weapon limiter was done by monkster, 	and finished by Wolfsbane.
	 -Forcing clients to switch teams coding and a bit of the Clan vs 		match code.

	 -Gametypes OBJ and RB.

	 -Gametype RSD.

	 -Helped with some weapon adjustments.

      	 -Shellshock coding.

	Crow King's Development Team
	 -For developing the weapon settings used in PRM up to this point

	 -Rude Dogs message center is in PRM, please see it's own individual 		READ ME in PRM's .zip

Also some members of the [1stSF/SS] and general public who helped me test it, and helped figure out some of the weapon damages, and other assorted things.

Forgive me if I forgot to mention your name... from what I see, those are the only ones who have helped with it, and the only ones I can remember. If you feel you should be on this list, please see the contact info below and get ahold of one of us correctiong this mistake, so we can add you in the next installment. :)
We are very open to any suggestions the CoD community has to offer. If you think we need something in with the mod, get with us(contact info near end of READ ME).

Also, if you have a mod or program you'd like to see in/working with PRM, then by all means ask away (contact info near end of READ ME).
**Contact Information**
Have question's this Read Me does not cover? Have a request for the next installment? Then by ll means, talk to the developers yourself...

-PoolMaster's Contact Info:
 +E-Mail's: (Mainly used, also MSN)
 +Can be Private Messaged at: (MAIN FORUMS USED)

-Wolfsbane's Contact Info:
 +E-Mail's: (MSN)

 +Can be Private Messaged at:
****Updates of PRM****
If there are ever any updated versions of PRM, then it will be posted a.s.a.p. on:

Check these site's regularly for any updated versions.
A sample CFG file is located in the PRM zip file, for server admins to cross check w/ their own settings.

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