Mefy Mods + Teleporter Mod

Two mods here one with teleporters and one without, The mod is server-side so no downloading for clients..

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File Description

Two mods here one with teleporters and one without, The mod is server-side so no downloading for clients..

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Download 'mefymodsteleportermod1.0final_server.rar' (335KB)

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This is the last official Mefy Release now playable with Teleporter Mod 1.0. 
I made this mod a year ago (2006). I do not work on it anymore. Its ready to release :) 
Handle this mod like Mefy mod readme, teleporter script is directly added to Mefy Mods. 

You will find (2) pk3 files:

user-mefy-extgametypes-1_2_2-STOCKMAPS+Teleporter-Mod1.0-FINAL.pk3

this one is complete teleporter mod!



user-mefy-extgametypes-1_2_2-STOCKMAPS+Teleporter-Mod1.0-FINAL-2.pk3

this one is without teleporters in OBJ maps!


Have Fun!

=====================================================

Server-Side Extended-Gametypes MOD Version 1.2.2 For Medal of Honor (05-14-05)
by Mark Follett (Mefy)
mef123@geocities.com
www.planetmedalofhonor.com/mefy


Description
-----------
This mod allows you to host seven new gametypes for the stock Medal of Honor
maps: Capture-The-Flag, Freeze-Tag, Freeze-Tag-Objective, Freeze-Tag-CTF,
Freeze-Tag-TOW, Demolition, and Freeze-Tag-Demolition. A brief description
of each gametype:

  *Capture-The-Flag* (for all stock maps)
    To score a point your team must capture and bring the enemy team's
    flag to your own team's base and hold it there for 15 seconds. The
    first team to score 4 points, or the team with the most points at
    the end of the round, wins the round. The default round time is 12
    minutes.

  *Freeze-Tag* (for all stock maps)
    Each team must freeze all the players from the opposing team to win
    the round. To freeze a player, simply kill them. Once frozen, a
    player can't respawn until one of their teammates melts their
    frozen body by either standing next to it for a couple seconds, or
    firing their 'melting laser' at it. This gametype was inspired by
    Darrell Bircsak's Quake 3 Freeze-Tag MOD.
    (http://www.planetquake.com/freeze/)

  *Freeze-Tag-Objective* (for all Allied Assault Objective maps)
    This is a combination of Freeze-Tag and a standard Objective-Match
    game. The attacking team must either freeze the entire defending
    team or complete their objectives. The defending team must either
    freeze the entire attacking team or successfully defend their
    objectives for the entire duration of the round.

  *Freeze-Tag-CTF* (for all stock maps)
    This is a Capture-The-Flag game with Freeze-Tag type respawning.
    Each team must capture the flag the most times to win the round.
    While both flags are at their own bases, Freeze Tag respawning will
    be active. Once a flag is removed from its base by the opposing
    team, then full respawning will be enabled until it is returned
    back. If a team is killed while in Freeze-Tag respawning mode, then
    the other team will have several free seconds to advance before the
    killed team will respawn.

  *Freeze-Tag-TOW* (for all Spearhead and Breakthrough TOW maps)
    This is a Tug-of-War game with Freeze-Tag type respawning. Each
    team must complete its objectives to win the match like a regular
    Tug-of-War game. When an objective is captured, both teams will be
    automatically melted. If a team is killed, then the other team
    will have several free seconds to advance towards their objectives
    before the killed team respawns. Once a team's base has been
    destroyed they will lose the game if all their players are killed. 

  *Demolition* (for all stock maps)
    This is similar to an objective game except both teams have a base
    to defend. The team that finds and destroys the opponent's base while
    also successfully defending their own base wins the round.

  *Freeze-Tag-Demolition* (for all stock maps)
    This is Demolition mode with Freeze-Tag-Respawning. Kill the enemy
    team or destroy their base to win the round.

The rules of each gametype can be customized by setting cvars- see below for
instructions. The mod is also designed to allow modders to easily set up the
gametypes for custom maps.

This mod is a server-side mod, meaning clients do not have to download anything
to play it on your server!


Installation
------------
There are currently 2 versions available for download. One is for all Allied
Assault, Spearhead, and Breakthrough stock maps, and the other is for a set
of custom maps. You can look inside the custom map pk3 file with WinZip to
see the list of all custom maps that are set up.

user-mefy-extgametypes-1_2_2-STOCKMAPS.pk3  (for all stock maps)
user-mefy-extgametypes-1_2_2-CUSTOMMAPS.pk3 (for custom maps)

You must put the pk3 file you choose in the correct location.

For Allied Assault, place the pk3 file in your MOHAA/main directory.
For Spearhead, place the pk3 in your MOHAA/mainta directory.
For Breakthrough, place the pk3 in your MOHAA/maintt directory.


Hosting a Game
--------------
If the map is one of the stock dm maps (mohdm#) or Spearhead tow maps, then run
that map in Round-Based-Match mode in order to enable the new gametypes. If the
map is one of the stock objective maps (obj_team#), then run the map in
Objective mode. Running a stock dm map in Free-For-All or Team-Match modes will
make the map function as normal. For Freeze-Tag-TOW, run the map in
Tug-of-War mode.

The default gametype that will be played is Freeze-Tag for the dm maps,
Freeze-Tag-Objective for the obj maps, and Freeze-Tag-TOW for the tow maps. If
you want to activate the other gametypes for a map, you must set the cvar
"g_extgametype" to the gametype that you want to play:

  set g_extgametype ctf   // Capture-The-Flag
  set g_extgametype ft    // Freeze-Tag
  set g_extgametype ftobj // Freeze-Tag-Objective
  set g_extgametype ftctf // Freeze-Tag-CTF
  set g_extgametype fttow // Freeze-Tag-TOW
  set g_extgametype dem   // Demolition
  set g_extgametype ftdem // Freeze-Tag-Demolition

If you want to play Round-Based-Match instead of one of the new gametypes:

  set g_extgametype rbm   // Round-Based-Match

Or if you want to play Objective-Match:

  set g_extgametype obj   // Objective-Match

You can also set "g_extgametype" to the other standard gametypes:

  set g_extgametype ffa   // Free-For-All
  set g_extgametype tdm   // Team-Match
  set g_extgametype tow   // Tug-of-War
  set g_extgametype lib   // Liberation

When "g_extgametype" is set, it will override whatever you set "g_gametype" as.
For example, if "g_extgametype" is set to "ctf" and "g_gametype" is "1", it will
run Capture-The-Flag, not Free-For-All. You can unset "g_extgametype" by setting
it to "".

You can also set a map-specific cvar (g_extgametype_<mapname>) for setting the
gametype for a particular map. The mapname must not include the dm/, obj/, or
/lib prefix. For example,

  set g_extgametype_mohdm1 ctf

will activate Capture-The-Flag for Southern France. This is typically used
in a mixed gametype rotation.


Sample Server Config Files
--------------------------
See the included sample server config files for examples on how to set up a
server for hosting each of the gametypes. Each gametype has an example config
associated with it:

  ctf.cfg    - Capture-The-Flag config
  ft.cfg     - Freeze-Tag config
  ftobj.cfg  - Freeze-Tag-Objective config
  ftctf.cfg  - Freeze-Tag-CTF config
  fttow.cfg  - Freeze-Tag-TOW config
  dem.cfg    - Demolition config
  ftdem.cfg  - Freeze-Tag-Demolition config

You can set up a mixed-gametype rotation by using the cvar "sv_extmaplist".
This is similar to "sv_maplist" but allows you to specify the gametype for
each map in your rotation. Read through the following examples in order to
learn how to use "sv_extmaplist".

  mixed-types-extmaplist-1.cfg - Basic example of using "sv_extmaplist"
  mixed-types-extmaplist-2.cfg - Example showing how to do an extremely long
                                 map rotation
  mixed-types-extmaplist-3.cfg - Advanced example showing different gametype
                                 settings for each entry in the rotation

Also included are example configs of the older methods for doing a mixed-
gametype rotation. It is recommended that you use "sv_extmaplist" for your
rotation instead of these since it's more powerful and simpler to use.

  mixed-types-basic.cfg - Basic Mixed Gametypes config
  mixed-types-vstr.cfg  - VSTR Mixed Gametypes config for Spearhead and
                          Breakthrough only


Special Notes
-------------
Conflicts with MAM (Mohaa Admin Mod) and the Buzzgoodies addon for MAM:
  If you are using either of these then you must turn off the round warmup
  feature of these mods. It will automatically turn off respawning and end
  the round prematurely. If you look in the configuration files for these
  mods make sure the following cvars are set to 0:

	set map_start 0  // make sure its 0
	set g_dowarmup 0 // make sure its 0

Freeze-Tag-TOW and sv_team_spawn_interval:
  For Freeze-Tag-TOW, this mod will automatically turn off the built-in respawning
  delay feature of Spearhead and Breakthrough (sv_team_spawn_interval will be set
  to 0), since this interferes with Freeze-Tag respawning. Do not turn it back on
  while in the middle of a Freeze-Tag-TOW round or players may be able to hold up
  the round if they don't spawn into the game. If you are hosting a mixed gametype
  rotation where you want respawn delay on other maps in the rotation, you will
  need to set "sv_team_spawn_interval" back to the desired value for the specific
  map.


Troubleshooting
---------------
If you are having trouble getting the mod to run, please read the Hosting FAQ
(www.planetmedalofhonor.com/mefy/hosting-faq.html) which addresses the common
problems. If you are running other mods (like map fix mods), they may be
conflicting with this mod. If you're still having trouble try posting a question
in the mod forums which you can find at www.planetmedalofhonor.com/mefy.


Uninstall
---------
Just remove the user-mefy-extgametypes... pk3 file from your server's directory.


Gametype Customization
----------------------
The rules for each gametype can be customized by using a settings cvar. The
complete list of settings cvars are as follows:

  g_ctf_settings   -- Capture-The-Flag settings
  g_ftctf_settings -- Freeze-Tag-CTF settings
  g_ft_settings    -- Freeze-Tag settings
  g_ftobj_settings -- Freeze-Tag-Objective settings
  g_fttow_settings -- Freeze-Tag-TOW settings (Spearhead and Breakthrough only)
  g_dem_settings   -- Demolition settings
  g_ftdem_settings -- Freeze-Tag-Demolition settings

There are also settings cvars for each of the builtin gametypes:

  g_ffa_settings -- Free-For-All settings
  g_tdm_settings -- Team-Match settings
  g_rbm_settings -- Round-Based-Match settings
  g_obj_settings -- Objective-Match settings
  g_tow_settings -- Tug-of-War settings (Spearhead and Breakthrough only)
  g_lib_settings -- Liberation settings (Breakthrough only)

Finally, there is a general settings cvar that you can use to control
common settings that may apply to more than one gametype, such as
timelimit or fraglimit.

  g_mef_settings -- general gametype settings

If you have the same setting in this cvar as well as a specific gametype
cvar, then the setting's value from the gametype cvar will be used.

A settings cvar must contain a list of setting names and values. Here
are some examples of how to use the settings cvars for various gametypes:

  set g_mef_settings "timelimit: 30 fraglimit: 5 mef_team_spawn_interval: 6"
  set g_ctf_settings "pointlimit: 5 returnpress: -1 returnboth: 1"
  set g_ft_settings  "meltgun: off melttime: 30 suddendeath: 0"
  set g_dem_settings "settime: 15 ticktime: 20 attacker: swap"
  set g_ffa_settings "timelimit: 15 fraglimit: 50"
  set g_tow_settings "timelimit: 40 sv_team_spawn_interval: 15"

Each setting name in the list must end in a colon (:) and be followed by
its value. The following sections describe the settings available for each
gametype.

General settings for all gametypes
----------------------------------
* "timelimit" (no default)
    This is a special setting that will set the "timelimit" cvar when a new map
    is loaded. Use this to have a different timelimit for each gametype. The
    timelimit cvar controls how long a map is played in minutes. If it is blank
    then the map will play until the fraglimit is hit.

* "fraglimit" (no default)
    This is a special setting that will set the "fraglimit" cvar when a new map
    is loaded. The fraglimit determines the score that a player (in FFA mode)
    or team (in all other gametypes) must reach before the next map is loaded.
    If the fraglimit cvar is blank then the map will play until the timelimit is
    hit.

    You would normally use this in a mixed gametype rotation if you are running
    FFA or TDM on some maps and CTF or FT on others. You would want fraglimit
    to be a low number (like 4) for the CTF and FT maps and a high number for
    the FFA and TDM maps (like 100).

* "roundlimit" (no default)
    This is a special setting that will set the "roundlimit" cvar when a new map
    is loaded. Use this to have a different roundlimit for each gametype. This
    controls the length of each round in any of the round-based gametypes. For
    example, in Objective-Match mode, the roundlimit is normally 5 minutes.

* "sv_team_spawn_interval" (no default)
    This is a special setting that will set the "sv_team_spawn_interval" cvar
    when a new map is loaded. Use this to control the Spearhead/Breakthrough
    wave respawning feature in TDM and TOW gametypes.

* "cvar" (no default)
    Use this setting if you want to set any other cvar when a new map is loaded.
    You should set this to the name of the cvar followed by its value. For example:

       set g_ctf_settings "cvar: sv_runspeed 900"

    would turn on ultra-high runspeed for CTF.

* "mef_team_spawn_interval" Default: 0
    This controls the respawning delay for any extended gametype that has full
    respawning (normally a Capture-The-Flag game) and works similar to the
    Spearhead and Breakthrough wave respawning feature. Set this to the
    number of seconds a player must wait after they are killed before they
    can respawn again. Set this to 0 to disable wave respawning.

* "observe" Default: "bodies"
    This setting controls how players are allowed to spectate the game while
    they are dead. The format is a list of options separated by spaces or
    commas:
      "freefloat" -- Allows players to freefloat in the map while they are
                     dead.
      "bodies"    -- Allows players to spectate their own team's frozen
                     bodies while they are dead (for Freeze-Tag gametypes).
      "builtin"   -- Enables the "built-in" spectating mode. In this mode
                     you will be able to see dead player names as red on the
                     scoreboard and gun turrets will be available in the map.
                     However, you will no longer be able to free-float while
                     spectating or be able to spectate from frozen bodies.
      "none"      -- Setting this to "none" will disable both freefloating
                     and spectating of frozen bodies.

* "mapfix" Default: 1
    This setting controls the built-in mapfix feature of this mod. Players
    will be automatically killed if they go under the map. Set it to 0 to turn
    off the map fix.

* "logevents" Default: 0
    This enables logging of gametype related events to the console. When set
    to 1 it will log any Freeze-Tag melts, CTF flag events, or bomb planting
    and defusing. This is used in conjunction with an external program to
    collect player stats.

Freeze-Tag and Freeze-Tag-Objective Settings
--------------------------------------------
These settings apply to both Freeze-Tag and Freeze-Tag-Objective.

* "suddendeath" Default: 1
    Set this to the number of minutes you want for the sudden death round.
    Once sudden death begins, players will no longer be able to respawn.
    In a Freeze-Tag game, if players are still alive after the sudden death
    round completes, the team with more players alive will win the round.
    The sudden death time is included in the round time. For example, if
    roundlimit is set to 10 and sudden death is set to 2, then there will
    be 8 minutes of normal Freeze-Tag, then 2 minutes of sudden death. Set
    this to 0 to disable sudden death.

Generic Settings for all Freeze-Tag gametypes
---------------------------------------------
These settings apply to all gametypes with Freeze-Tag respawning: Freeze-Tag,
Freeze-Tag-Objective, Freeze-Tag-CTF, Freeze-Tag-Demolition, and
Freeze-Tag-TOW.

* "melttime" Default: 20
    This setting controls the amount of time it takes to melt a player (in
    tenths of a second). This is how much time it would take to melt
    if a player was standing right next to a frozen body. If you are
    using the melting laser to melt a body, then the time will increase
    with the distance you are from the body.

* "meltradius" Default: 100
    This controls how close you must be standing to a frozen body in order
    to melt it (in map units). 

* "meltgun" Default: "on meltvis scanvis"
    This controls the behavior of the melting laser. Set it to a list of
    options as follows:
      "on"      -- Include this option to enable the melting laser.
      "meltvis" -- Makes the laser visible while melting a player.
      "scanvis" -- Makes the laser visible while scanning (not melting).
      "off"     -- Set this to "off" to disable the melting laser. Players
                   would then have to stand next to a frozen body to melt it.

* "frozenmsg" Default: "loc name bodycodes"
    This setting controls the announcements when a player is frozen. It
    accepts the following options:
      "loc"       -- Announce the location of the body when a player is
                     frozen.
      "name"      -- Announce the name of the player who was frozen.
      "force"     -- Announce when a player is frozen even if no location
                     or name is available.
      "bodycodes" -- Display all of the frozen body locations in abbreviated
                     format on the HUD in the lower left corner of the screen.
      "none"      -- Set this to "none" to disable all frozen announcements.

* "meltmsg" Default: "loc name"
    This setting controls the announcements when a player is melted. It
    accepts the following options:
      "loc"       -- Announce the location of the body when a player is
                     melted.
      "name"      -- Announce the name of the player who was melted and the
                     names of the melters.
      "force"     -- Announce when a player is melted even if no location
                     or name is available.
      "privmsg"   -- Send a private message to the player who was melted
                     showing who melted them. Also send a private message to
                     each melter showing who they melted.
      "none"      -- Set this to "none" to disable all melted announcements.

    Note that body locations will only be announced for maps that have a map
    description set up (currently all Allied Assault dm maps, obj_team1, and
    obj_team4). Also player names are only available in Breakthrough or if you
    are running Foresight v1.4.

Capture-The-Flag and Freeze-Tag-CTF Settings
--------------------------------------------
These settings apply to both Capture-The-Flag and Freeze-Tag-CTF.

* "respawn" Default: 1
    Set this to 0 in order to enable a non-respawning Capture-The-Flag
    game. While both flags are at their home bases, respawning will be
    disabled. Once a flag is captured from it's home base, then respawning
    will be enabled in order to allow that flag's team to re-capture it
    before the enemy team runs it back to score. If a team is killed while
    in non-respawning mode, the other team will have several free seconds
    in order to advance before the killed team will respawn. This setting
    has no effect on a Freeze-Tag-CTF game.

* "pointlimit" Default: 4
    This sets the number of points a team must score in order to win a
    round. If time runs out before the point limit is reached, then the
    team with the most points will be the winner. Setting this to 0 will
    allow the round to continue until time runs out, then determine a
    winner. Use the standard 'roundlimit' cvar to control the length of
    the round. The default round time is 12 minutes.

* "suddendeath" Default: 5
    If time runs out and the score is tied, a sudden death round will
    begin. The next team to score will win the round. Set this option to
    the number of minutes the sudden death round should last. If the sudden
    death round ends with the score still tied, then a 'final' sudden death
    round will occur (see below). Setting this to 0 will start a final
    sudden death round immediately.

* "fsuddendeath" Default: 2
    If time runs out in sudden death, then a final sudden death round will
    begin. This is the same as sudden death except that respawning will be
    disabled. The next team to score or kill all of the enemy team will win
    the round. Set this option to the number of minutes the final sudden
    death round should last. If the final sudden death round ends with the
    score still tied and players still alive, then the team with the most
    players alive will win the round. Setting this to 0 will disable the
    final sudden death round and force a draw immediately.

* "returnboth" Default: 0
    Set this to 1 in order to require a team to bring both flags to their
    own base in order to score a point. When set to 0, they only have to
    bring the enemy team's flag to their own base to score.

* "countdown" Default: 15
    This sets the number of seconds a team must hold the flags at their
    base in order to score a point. Setting this to 0 will cause them to
    instantly score when the flags are brought home.

    Setting this to a large value will give the opposing team a chance to
    re-capture their flag and prevent a score. The scoring team will have to
    guard their base well in order to hold off the opposing team. Set this
    to a small value to make scoring easy.

* "capturepress" Default: 20
    This sets the duration of the button press for capturing a flag from
    the enemy's base (in tenths of a second). Setting this to -1 means that
    a button press is not required- you can walk up to the flag and capture
    it immediately.

    Set this to a large value to make it difficult to capture a flag from
    an enemy team's base. A player will have to stand in front of the base
    while pressing the button and be vulnerable to attack. This allows
    snipers to guard a base. Setting to zero is not recommended-- it will
    be too easy for the opposing team to re-capture their flag and prevent
    a score.

* "returnpress" Default: 15
    This sets the duration of the button press for returning a flag to home
    base (in tenths of a second). Setting this to -1 means a button press
    is not required- simply walk up to the spot where the flag should go
    and it will attach to the base immediately.

    Set this to a large value to make it difficult to return a flag to home
    base, and keep the snipers happy.

* "drophold" Default: -1
    This sets how long a player must hold the 'use' key in order to drop a
    flag (in tenths of a second). Setting this to -1 will disable intentional
    flag dropping.

    Setting this to a value of 20 would enable flag dropping, and require a
    player to hold the use key for 2 seconds in order to drop it. This would
    allow players to intentionally hide a flag from the opposing team, or
    allow a player to hand off their flag to a teammate.

* "friendlyreturn" Default: 7
    This determines how much time (in seconds) after a player captures their
    own team's flag that it will return automatically to their own base.
    Setting this to 0 will cause the flag to immediately return home. Setting
    this to -1 means that the flag will not return home.

    Setting this to a large value means that a player needs to stay alive
    for awhile after they pick up their team's flag in order for it to return
    to home base. Disabling flag return by setting to -1 will allow a team
    to hide their own flag by having a teammate carry the flag and hide
    somewhere.

* "groundreturn" Default: 25
    This determines how much time (in seconds) after a flag sits on the ground
    that it will automatically return to its base. Setting this to 0 will
    cause the flag to immediately return home. Setting this to -1 means that
    the flag will not return home.

    Setting this to a large value will give a team the chance to recapture a
    flag and continue their progress if their flag carrier drops the flag by
    being killed. Setting this to 0 would mean that the flag carrier must stay
    alive during the entire journey back to home base. Setting to -1 is not
    recommended-- the flag could potentially be lost somewhere for the
    remainder of the round.

* "enemyreturn" Default: -1
    This determines how much time (in seconds) after a flag is captured by
    the enemy team that it will automatically return to its base. Setting this
    to -1 means that the flag will not return home.

* "dropdelay" Default: 20
    This sets the amount of time (in tenths of a second) after a flag is
    dropped that it cannot be picked up by any player. The flag will be
    semi-transparent while it is disabled.

    Set this to a large value to lengthen the amount of time players will
    fight over a flag once its dropped. Setting to 0 is not recommended
    and may make certain functions not work.

* "announce" Default: "dropped atbase"
    This setting controls the announcing of the flag positions for given
    events. The format is the list of events in which to announce the flag
    position. The possible events are:
      "captured" -- Announce the flag position when a player picks up
                    a flag. When not set, the position will be a generic
                    'Axis/Allied Player'
      "dropped"  -- Announce the flag position when the flag is on the
                    ground. When not set, the position will be 'Ground'
      "atbase"   -- Announce the flag position when the flag is at a
                    team's base. When not set, the position will be
                    'Axis/Allied Base'
      "abbr"     -- Include this option to announce the flag positions in
                    abbreviated format.
      "none"     -- Set this to "none" to disable all flag position
                    announcements.
    Note that flag positions will only be announced for maps that have a
    map description set up (currently all Allied Assault dm maps, obj_team1,
    and obj_team4). If a map doesn't have a description available then you
    will only get the generic announcements.

    Setting these options will keep the game moving forward by showing
    players where the flags are.

* "announcefreq" Default: 8
    If announcing the flag position when "captured" is enabled, this
    setting controls the frequency that the flag position is updated.
    Set to the number of seconds between updates of the flag position.
    If set to 0, then only the position at the spot of capture will be
    announced.

    Setting this to a small value will make it impossible for the flag
    carrier to hide or stay alive. Set this to a large value to give
    them a chance but not allow them to completely hide.

Demolition and Freeze-Tag-Demolition Settings
---------------------------------------------
These settings apply to both Demolition and Freeze-Tag-Demolition.

* "respawn" Default: 0 (1 for Stalingrad)
    Set this to 1 in order to enable a full respawning Demolition
    game. This setting has no effect on a Freeze-Tag-Demolition game.

* "settime" Default: 50
    Set the amount of time (in tenths of a second) it takes to plant a bomb.

* "defusetime" Default: 35
    Set the amount of time (in tenths of a second) it takes to defuse a bomb.

* "ticktime" Default: 45 (60 for Stalingrad)
    Set the amount of time (in seconds) it takes for a bomb to explode.

* "activatedelay" Default: 20
    Set the amount of time (in seconds) before the bombs become activated at
    the start of the round.

* "attacker" Default: "both"
    This determines which team will be the attacking team and which team
    will be the defending team. The possible options are:
      "both"   -- enables a standard double-objective game where both teams
                  must try to blow up the other team's base
      "allies" -- the allies must blow up the axis team's base
      "axis"   -- the axis must blow up the allied base
      "swap"   -- swaps between the axis team and allied team attacking each
                  round

* "suddendeath" Default: 1
    Set this to the number of minutes you want for the sudden death round.
    Once sudden death begins, players will no longer be able to respawn.
    If players are still alive after the sudden death round completes,
    the team with more players alive will win the round. Set this to 0 to
    disable sudden death.

* "secretbases" Default: 0
    Set this to 1 to keep a base's location hidden until its bomb is set.


Extended-Gametypes for Custom Maps
----------------------------------
Setting up these new gametypes for a custom map is easy. Most of the code
is placed in library files that you simply need to distribute with your
custom map. The library files are as follows:
  /global/libmef/bases.scr
  /global/libmef/bomb.scr
  /global/libmef/ctf.scr
  /global/libmef/dem.scr
  /global/libmef/ft.scr
  /global/libmef/gametypes.scr
  /global/libmef/hud.scr
  /global/libmef/mapdesc.scr
  /global/libmef/respawn.scr
  /global/libmef/spawn.scr
  /global/libmef/spectate.scr
  /global/libmef/tow.scr
  /global/libmef/util.scr

You will then need to modify your map script to initialize the new gametypes.
Use one of the stock map script files included in this map pack as a template
for your own map's script file. Also see the mod forums for a tutorial on how
to set up a map script for the new gametypes.


Other useful cvars
------------------
g_mef_disable -- set this to 1 to disable the mod
g_cinematics_off -- set this to 1 to disable the cinematics at the end of TOW
g_mef_version -- is set to which version of the mod you are running
g_mef_currentsettings -- lists the current settings for the running gametype
g_mef_devmode -- Set this to 1 to enable the mod developer mode. This will
                 start the round immediately so you can see where the base
                 locations are for CTF or DEM. Useful if you want to tweak
                 settings or change base locations by yourself.


References
----------
http://www.planetmedalofhonor.com/rjukanproject/
http://www.alliedassault.com
http://www.alliedassault.com/community/guides/BitsnCK/
http://www.alliedassault.us
http://www.mohadmin.com
http://www.modtheater.com
http://www.planetmedalofhonor.com/map/


Special Thanks to:
------------------
Kaotik of '=EAF= Clan': for setting up the gametypes for the Spearhead and
    Breakthrough maps and continued support in the mod forums. Thank you!

Hecktic of 'Clan DWR': for providing test servers, hosting the mod forums,
    providing a download mirror, and overall support of the mod.

Tick of 'Clan DWR': for help with setting up and administering the mod
    forums since I'm clueless with phpnuke =)

Darrell "Doolittle" Bircsak: for creating the original Freeze Tag for 
    Quake 3: providing the inspiration for this mod.

Grimreaper of 'Clan GOW': for setting up many custom maps with these gametypes.

Blackadder of 'Clan DHD': for the new CTF terminology and player name
    detection.

Resurrection of 'Clan FSK', Dozer of 'Clan DOGS', and Mrs Night Stalker
of 'Clan FS': for help with testing the mod.

PlanetMedalofHonor: for hosting the web site.

Creaper of 'Clan [mme]': for creating the initial Freeze-Tag-CTF mod.

Killmore of 'Clan QBM': for setting up Freeze-Tag version 1.0 for the rest
    of the stock Allied Assault maps.

jv_map: for valuable ideas on detecting when a player spawns and detecting
    a players current weapon.

Doc of 'Clan |NaS|': for creating a server config maker that supports the
    new gametypes.

ChinQ of 'Clan |XSR|' and Posse of 'Clan D|R': for valuable feedback.

[BC]Olie and [BC]Nappyoo: for hosting the early versions of these mods in demo.

|KAC|Carnivore: for hosting the first server (Just for Fun) in Allied Assault.

Nypd030 of 'Clan BR1': for hosting the first CTF and Freeze-Tag servers in
    Spearhead and setting up a CTF ladder in Teamwarfare.

Kalti of Uberclan.com: for providing publicity for this mod and providing
     downloads of the mod.

dukerz: for help with testing of the early versions of the mod.

Finally, a big thanks to all of the clans that have hosted this mod and
allowed people to enjoy the new gametypes!

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Mefy


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