Server-Side CTF Mod

This mod allows you to host a new gametype, Capture-The-Flag, for the stock Mohaa maps. The default rules are as follows: To score a point...

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This mod allows you to host a new gametype, Capture-The-Flag, for the stock Mohaa maps. The default rules are as follows: 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 5 points, or the team with the most points at the end of the round, wins the round.

There are 15 options for customizing the rules of the game, including the locations of the axis and allied bases for each map-- see below for instructions.

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

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Server-Side "Capture-The-Flag" MOD Version 1.1 For Mohaa (11-15-2003)
-Stock Map Pack Release #1-
by Mark Follett (Mefy)
mef123@geocities.com


Description
-----------
This mod allows you to host a new gametype, Capture-The-Flag, for the
stock Mohaa maps. The default rules are as follows: 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
5 points, or the team with the most points at the end of the round,
wins the round.

There are 15 options for customizing the rules of the game, including
the locations of the axis and allied bases for each map-- see below
for instructions.

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


Installation
------------
Included in this map pack is a separate pk3 file for each stock map:
    user-mefy-ctf-mohdm1_1_1.pk3     (Southern France)
    user-mefy-ctf-mohdm2_1_1.pk3     (Destroyed Village)
    user-mefy-ctf-mohdm3_1_1.pk3     (Remagen)
    user-mefy-ctf-mohdm4_1_1.pk3     (The Crossroads)
    user-mefy-ctf-mohdm5_1_1.pk3     (Snowy Park)
    user-mefy-ctf-mohdm6_1_1.pk3     (Stalingrad)
    user-mefy-ctf-mohdm7_1_1.pk3     (Algiers)
    user-mefy-ctf-obj_team1_1_1.pk3  (The Hunt)
    user-mefy-ctf-obj_team2_1_1.pk3  (V2 Rocket Facility)
    user-mefy-ctf-obj_team3_1_1.pk3  (Omaha Beach)
    user-mefy-ctf-obj_team4_1_1.pk3  (The Bridge)
Place the pk3 files for the maps you'd like to host as Capture-The-Flag
into your MOHAA/main directory.


Hosting a Game
--------------
If the map is one of the stock dm maps (mohdm#), then run that map
in Round-Based-Match mode in order to enable Capture-The-Flag. 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.


Uninstall
---------
Just remove the user-mefy-ctf... pk3 files from your MOHAA/main directory.


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/


General Customization
---------------------
The game can be customized by adjusting the following cvars. After setting
a cvar, you must restart the game for the changes to take effect.

* "g_ctf_disable" Default: 0
    Set this to 1 in order to disable Capture-The-Flag mode. If the map
    running is a dm map, then it will run in Round-Based-Match mode. If
    the map running is an obj map,  then it will begin a standard objective
    game.

* "g_ctf_pointlimit" Default: 5
    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 15 minutes.

* "g_ctf_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 draw will occur.
    Setting this to 0 will force a draw immediately.

* "g_ctf_alliedbase" Default: map-specific
    Set this in order to change the location of the allied base. The format
    is as follows: "<x-coord> <y-coord> <z-coord> <angle>". For example, a
    value of "297 -2115 -22.62 180" will place the allied base at
    ( 297 -2115 -22.62 ) and it will be facing at an angle of 180.
    You will most likely want to set this for a specific map. See the
    section on "Map-Specific Customization" for instructions on how to
    do this.

* "g_ctf_axisbase" Default: map-specific
    Set this in order to change the location of the axis base. The format
    is the same as 'alliedbase'.

* "g_ctf_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.

* "g_ctf_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.

* "g_ctf_capturepress" Default: 25
    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.

* "g_ctf_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.

* "g_ctf_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.

* "g_ctf_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.

* "g_ctf_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.

* "g_ctf_dropdelay" Default: 30
    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.

* "g_ctf_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 the cvar 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 mohdm2, mohdm4, and mohdm6). 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.

* "g_ctf_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.


Map-Specific Customization
--------------------------
The game can be further customized by having map-specific rules. In order
to do this, set a cvar named "g_ctf_<mapname>_settings" to a list of
settings to be used for the map. For example, setting the cvar
"g_ctf_mohdm2_settings" to:

   "returnboth: 1 alliedbase: 297 -2115 -22.62 180 axisbase: -3237 270 24.97 0 drophold: 20"

will adjust the rules for Destroyed Village to place the bases in new
locations, require players to return both flags to their base, and enable
intentional flag dropping.

If a map-specific setting is set, it will override the general setting
cvar. You can review the current settings during any game by reading
the cvar "g_ctf_currentsettings", which will give a list of all settings.


Capture-The-Flag for Custom Maps
--------------------------------
Setting up Capture-The-Flag 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/ctf.scr
  /global/libmef/mapdesc.scr
  /global/libmef/util.scr
You will then need to modify your map script to initialize a
capture-the-flag game. Use one of the stock map script files included in
this map pack as a template for your own map's script file. The map
script file for mohdm3 (Remagen) is the simplest one to use as a template--
the axis and allied bases are in the same position every round. Check out
some of the others for more complex examples that show you how to place
the bases in random locations each round.

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Mefy


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Registered 20th November 2003

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