mefymodsteleportermod1.0final_server.rar —
Two mods here one with teleporters and one without, The mod is server-side so no downloading for clients..
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) [email protected] 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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