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Chrysis
01-25-2004, 05:43 PM
Ok here is the deal.

I've installed (well, tried anyhow) the CoDaM mod (http://www.iwnation.com/Hosted/CoDaM/).

So far I've only managed to get the CoDaM + ver appear in the HUD. None of the commands work (i.e Teamspectate only).

Dunno what I am doing wrong.

Here's my specs:

Running on a W2000 dedicated machine. All CoDaM files are in the Main folder (apart from the "gtmodlist.gsc" and "modlist.gsc", located in /main/codam). I start the server with the following command line options (in a shortcut)


"C:\Program Files\Call of Duty\CoDMP.exe" +set dedicated 2 +exec ret.cfg +map_rotate

This is my server.cfg (called ret.cfg)


// Configuration created by
// FlyingWalrus - CoD ServerConfig Builder 1.02


// Contact Information
set sv_hostname "LTgamer.com & tM RET server"
set sv_motd "Visit Us! www.ltgamer.com"
sets .Admin "A|Chrysis<LTG>"
sets .Email "xxxxxxxxxxxxxx"
sets .IRC ""
sets .Website ""
sets .Location ""

set scr_allow_vote "0" // 1 Allow Voting
set g_allowvote "0" // 1 Allow Voting

// Passwords
set g_password ""
set sv_privatePassword "xxxxx"
set rconPassword "xxxxxx"


// Player Slots
set sv_maxClients "21"
set sv_privateClients "4"


// Ping
set sv_minPing "0"
set sv_maxPing "400"


// Rate + FPS
set sv_maxRate "25000"
set sv_fps "20"


// MasterServers
set sv_master1 "codmaster.activision.com"
set sv_master2 ""
set sv_master3 ""
set sv_master4 ""
set sv_master5 ""


// Logfile
set logfile "0"
set g_log "dedicated_server.log"


// Server Switches
set sv_pure "1"
set sv_allowDownload "1"
set sv_allowAnonymous "0"
set g_gamespy "1"
set sv_cheats "0"
set scr_drawfriend "1"
set sv_forcerespawn "0"


// Friendly Fire
set scr_friendlyfire "1"


// Weapon Switches
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_thompson "1"
set scr_allow_bar "1"
set scr_allow_springfield "1"
set scr_allow_enfield "1"
set scr_allow_sten "1"
set scr_allow_bren "1"
set scr_allow_nagant "1"
set scr_allow_ppsh "1"
set scr_allow_nagantsniper "1"
set scr_allow_kar98k "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_kar98ksniper "1"
set scr_allow_fg42 "1"
set scr_allow_panzerfaust "1"

set g_logsync "1"

// Deathmatch Settings
set scr_dm_scorelimit "50"
set scr_dm_timelimit "20"


// Team-Deathmatch Settings
set scr_tdm_scorelimit "100"
set scr_tdm_timelimit "20"


// Search & Destroy Settings
set scr_sd_graceperiod "15"
set scr_sd_roundlength "4"
set scr_sd_roundlimit "0"
set scr_sd_scorelimit "7"
set scr_sd_timelimit "0"


// Behind Enemy Lines Settings
set scr_bel_alivepointtime "10"
set scr_bel_scorelimit "50"
set scr_bel_timelimit "30"


// Retrieval Settings
set scr_re_graceperiod "15"
set scr_re_roundlength "4"
set scr_re_roundlimit "0"
set scr_re_scorelimit "7"
set scr_re_timelimit "0"
set scr_re_showcarrier "1"

// Execing CoDam

exec CoDaM.cfg

// Gametype & Map-Rotation

sv_maprotationcurrent ""

set sv_mapRotation "gametype re map mp_carentan map mp_rocket map mp_dawnville map mp_depot map mp_chateau map mp_harbor map mp_brecourt map mp_pavlov map mp_powcamp map mp_railyard map mp_hurtgen"

map_rotate


And here is my CoDaM.cfg:




//
//
//


set ham_debug 0 // For testing only ...
set scr_numbots 0 // For testing only ...

set command "" // Initialize for command processor.

// The following determines whether the "CoDaM-enhanced" versions of the
// retail gametypes (TDM/DM/SD/RE) should be used.
sets scr_usecodam 0 // Use retail gametypes or the CoDaM-ENHANCED
// ... versions? 0=retail, 1=CoDaM.
sets codam_version 0 // Will be changed by mod

set scr_dontarchive 0 // Enable archiving? 0=yes, 1=no
// ... basically makes killcam useless
set scr_nogamelog 0 // Generate game log? 0=yes, 1=no

set scr_allowrespawn 0 // Allow respawning in round-based GTs
// ... 0=no, 1=yes
set scr_respawnpoints "" // Determine where to respawn:
// (takes effect after round's grace period)
// ... "dm", "nearteam", "random". On other
// ... value, keep map's starting spawnpoints
set scr_forcerespawn 0 // Force respawn timer (secs.), can be
// ... bypassed with USE key.

set scr_specmode "team" // Spectate mode: "stay", "team", "black"
// ... "free", "score": default is "stay"
set scr_dm_specmode "free" // ... for DM, stick to free spectate


set scr_autoassign 0 // Force auto assign team? 0=no, 1=yes
set scr_dm_autoassign 0 // ... don't for DM (but can be done)

set scr_saveplayers 0 // How long (in minutes) to keep player
// info for map changes: 0=disable
set scr_saveweapons 1 // Save extra weapons (SD/RE) for live players
// ... across rounds (but not maps)? 0=no, 1=yes

set scr_killcam 1 // Do killcam? 0=no, 1=yes
set scr_killcamself 0 // Let me see myself? 0=no, 1=yes
set scr_roundcam 0 // Do roundcam? 0=no, 1=yes

set scr_tklimit 0 // Max TKs permitted (per round/map): 0=disable
set scr_tkrate 0 // TKs/min (per round or map): 0=disable
set scr_tkwarn 1 // Warn every tkwarn-TK's about being kicked,
// ... 0=dont warn
set scr_tdlimit 0 // Same as tklimit, but for Team Damage
set scr_tdrate 0 // Same as tkrate, but for Team Damage
set scr_tdwarn 5 // Same as tkwarn, but for Team Damage

set scr_nosuicide 0 // Suicide on Team switch? 0=yes, 1=no
set scr_nohealthdrop 0 // Drop health packs? 0=yes, 1=no
set scr_sd_nohealthdrop 1 // ... no health packs in SD
set scr_re_nohealthdrop 1 // ... no health packs in RE
set scr_noplayerbody 0 // Show dead player? 0=yes, 1=no
set scr_deadbodydelay 60 // Delay before removing dead body (in secs.)

set scr_allow_quick 1 // Allow "quick" menu operation? 0=no, 1=yes

//
set scr_sd_bombplant 5 // Time to plant bomb (secs): def=5
set scr_sd_bombdefuse 10 // Time to defuse bomb (secs): def=10
set scr_sd_bombtimer 60 // Time to bomb blow (secs.) def=60

set scr_re_objtimer 30 // Time before returning object after
// being dropped (secs): def=60

// Weapon Management -----------------------------

// Ammo definitions:
// For each weapon, establish initial ammo in clip and starting ammo. Both
// clip size and starting ammo are bounded by definitions in weapon's (game)
// file. For example, if you say fg42,50,500, the actual settings used by the
// (stock) game will be 20,320. Useful to "limit" starting, i.e. spawn, ammo
// ammounts. Additional ammo can be picked up in the field (if available).
// NOTES:
// - Missing weapons will always use clip and starting ammo from game file
// - Do not include "_mp" at the end of weapon names (CoDaM adds that)
// - THERE IS NO ERROR CHECKING DONE FOR MISTAKES ... BE CAREFUL!!!
//set scr_weapon_ammo "m1carbine,15,400 m1garand,8,240 thompson,30,360 bar,20,300 springfield,5,200 enfield,10,160 sten,32,320 bren,30,300 mosin_nagant,5,150 ppsh,71,355 mosin_nagant_sniper,5,150 kar98k,5,125 mp40,32,320 mp44,30,240 kar98k_sniper,5,150 colt,7,56 luger,8,64 fraggrenade,1,3 mk1britishfrag,1,3 rgd-33russianfrag,1,3 stielhandgranate,1,3 fg42,20,320 panzerfaust,1,1"

// Weapon limiting:
// Define weapon "classes" (grouping of similar-type guns). For each class,
// assign a weapon-limiting factor (EITHER AS A PERCENT OR ACTUAL AMMOUNT) and
// corresponding weapon for each nationality. The limiting-factor determines
// how many of each weapon in a class can be assigned to players in a team.
// A zero (0) limiting factor turns off weapons listed in that class. Classes
// can be named anything you'd like, i.e. sniper, rifle, mg, et.al. The
// special class named "default" MUST always be the first one defined: it's
// purpose is to establish a general-purpose weapon class. When a player asks
// for a weapon class that does not equate with a team, e.g. a Russian MG, then
// the weapon from the default class will be selected in its place. Limiting-
// factor for the "default" class should be 100% (or as many players are allowed
// in a team at one time).
// NOTES:
// - Setting scr_weapon_assign to "" uses internal CoDaM default classes
// ... 100% on every weapon.
// - A weapon's "primary" class is the LAST CLASS WHERE IT IS DEFINED.
// - Do not include "_mp" at the end of weapon names (CoDaM adds that)
// - Missing weapon are DISABLED (trying to select from menus yields nada)
// - DO NOT FORGET to include pistols and grenades.
// - THERE IS NO ERROR CHECKING DONE FOR MISTAKES ... BE CAREFUL!!!
//set scr_weapon_assign "default=100%,american=m1carbine,british=sten,russi an=ppsh,german=mp40 rifle=100%,american=m1garand,british=enfield,russi an=mosin_nagant,german=kar98k smg=100%,american=thompson,british=sten,russian=pp sh,german=mp40 mg=100%,american=bar,british=bren,german=mp44 sniper=100%,american=springfield,british=springfie ld,russian=mosin_nagant_sniper,german=kar98k_snipe r pistol=100%,american=colt,british=colt,russian=lug er,german=luger grenade=100%,american=fraggrenade,british=mk1briti shfrag,russian=rgd-33russianfrag,german=stielhandgranate"

// Weapon Drop:
// Define weapon class(es) that CANNOT be dropped when a player dies. Classes
// should be ones defined in scr_weapon_assign. An idea would be to create
// different cvar apriori, i.e. my_nodrop1 "sniper" etc., and then use
// "setfromcvar" via rcon to change things on the fly. For example,
// /rcon setfromcvar scr_noweapdrop my_nodrop1
set scr_noweapondrop ""
//set scr_noweapondrop "sniper"
//set scr_noweapondrop "default rifle smg mg sniper pistol grenade"

// Small adjustments for backwards compatibility (NEEDED! DO NOT REMOVE/CHANGE)
setfromcvar scr_allow_kar98k_sniper scr_allow_kar98ksniper
setfromcvar scr_allow_mosin_nagant scr_allow_nagant
setfromcvar scr_allow_mosin_nagant_sniper scr_allow_nagantsniper
// ------------------------------------------------

// HamGoodies mod example
set ham_name_prefix "^2NONAME" // Prefix when renaming Unnamed Soldier

set scr_obj_bombplant 4 // Time to plant bomb (secs): def=5
set scr_obj_bombdefuse 7 // Time to defuse bomb (secs): def=10
set scr_obj_bombtimer 30 // Time to bomb blow (secs.) def=45
set ham_stopwatch 1 // Enable bomb stopwatch? 0=no, 1=yes
set ham_sd_stopwatch 0 // ... no stopwatch for SD

/////
set ham_gtgoodies 1 // Control HamGTgoodies mod: 0=off, 1=on
// ... MUST SET TO 1 TO ENABLE MOST FEATURES
// ... AND CVARS LISTED BELOW. REQUIRES THAT
// ... SCR_USECODAM BE ENABLED.

set ham_hudscores 3 // Display scores on hud? 0=no, 1=yes,
// ... 2=include player count, 3=show alive
// ... (only in round-based gametypes, same
// ... as 2 for non ones)
set ham_dm_hudscores 0 // Don't need hud scores on DM gametype :-)

set ham_killcam 15 // Number of secs to show for Hammer's Killcam
// ... 0=disable
set ham_nodroptime 30 // Time from start of a map (in secs.) where
// ... killed players are prevented from
// ... dropping their weapon. 0=disable
set ham_playersounds 1 // Play pain/death sounds
set ham_falldamagemult 2.5 // Adjust damage due to falling (default: 0)
set ham_nominefields 0 // Disable minefields? 0=no, 1=yes
//set ham_nominefields_mp_brecourt 1 // Good without minefields

///////////////////////////////////////////////////////////////////////////////
// For Hammer's own testing ... don't uncomment!
//exec CoDaMtest.cfg

//
// Done.


In addition to the CoDaM mod, I run the UDPViper bot

(http://bot.udpviper.com/downloads.php)

I would appreciate any help I can get!

/Chrysis

Hammer
01-25-2004, 09:12 PM
You need to update the config in CoDaM.cfg, e.g. scr_usecodam 1. By default, CoDaM.cfg is configured to closely resemble retail gameplay. Information on the cvars can be found on the Official CoDaM site.

Chrysis
01-26-2004, 09:50 AM
Ah ok, silly me. Thank you for your help! And while I have your attention, what is the syntax to limit weapons in the teams? EG I want to restrict snipers to one or two per team? I've been pokeing around, but so far just managed to **** things up.

/C

Hammer
01-26-2004, 11:37 AM
It's described in the config file as well. Post what you've done, may be a simple thing.

Chrysis
01-26-2004, 11:54 AM
Well, to be honest I didnt quite get it.

I tried to set "sniper=1" instead of "sniper=100%" in the cfg quoted above, taking from the line "EITHER AS A PERCENT OR ACTUAL AMMOUNT". I wanted the amount of snipers per team to be one...
That however just screw things up and basically made every weapon apart from the bar/bren/mp44 unpickable.

/C

Hammer
01-26-2004, 01:15 PM
Sounds like you didn't assign ALL weapons in scr_weapon_assign ( as in the commented-out line in CoDaM.cfg)? You can't simply assing one-type and ignore the rest. Even if you only want to restrict just snipers, you must list all weapons needed in that cvar, hence the name scr_weapon_assign (and not scr_weapon_restrict)

Chrysis
01-26-2004, 03:34 PM
My bad. I wasn't paying attention, I had just forgotten the // in front of it.


Tnx for your help m8!


/C