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View Full Version : Fix for RE and SD time problems and new bomb set cvars


Hammer
11-04-2003, 02:20 AM
I've discovered the problem preventing RE and SD maps from ending correctly. I've also added some cvars to allow server control of bomb parameters. Get the server-side mod file ==> HERE (http://www.mohaacrew.com/Hammer/Hammer_CoD_Fixes_1.2.zip) <==

NOTE: YOU MUST REMOVE MY PREVIOUS NOKILLCAM MOD FIRST

Here's the README:
Wanted to fix some of the existing CoD 1.1 MP problems. Hopefully IW will
have a patch out soon and we won't need these.

Place the .pk3 file under the CoD server's Main folder, update config files
as needed and restart the server.

--[MC] Hammer
[MC] Gamers
In CoD We Trust!
http://cod.mcgamers.com/

__________________________________________________ ____________________________

=== V1.1 == 11/04/2003

- Fixed map timing problems on RE and SD gametypes. Hopefully I caught all of
the bugs. Maps now play like MoH:AA OBJ.
- Added cvars to control bomb time in SD
+ Plant Time (default 5 secs): set ham_sd_bombplant "5"
+ Defuse Time (default 10 secs): set ham_sd_bombdefuse "10"
+ Bomb Timer (default 60 secs): set ham_sd_bombtimer "60"

If none of the cvars are set, the default CoD values are used.
Plant and defuse time cvars must be set before round starts.
Bomb timer can be changed any time before bomb is set.


=== V1.0 === 11/2/2003

- No Kill Cam
+ To turn off KillCam: set hamNoKillCam "1"
+ To turn on KillCam: set hamNoKillCam ""

imported_Eroc
11-04-2003, 07:33 AM
first one worked great !

Thanks I'll try this one !

Hammer
11-04-2003, 05:07 PM
Updated version 1.2, fixes problems with nokillcam and BEL gametypes.

Get the 1.2 server-side mod file ==> HERE (http://www.mohaacrew.com/Hammer/Hammer_CoD_Fixes_1.2.zip) <==

imported_notorius
11-05-2003, 11:20 AM
great job, nokillcam working fine............respect and thanks :!:

imported_Eroc
11-05-2003, 12:33 PM
Updated version 1.2, fixes problems with nokillcam and BEL gametypes.

Hey Hammer thanks for the mods !

Can you tell me a little more about the problems with the nokillcam and the BEL gametypes you fixed? I just want to make sure that I am not hunting a ghost anymore.

Thanks,
Eroc

Hammer
11-05-2003, 12:58 PM
Thanks!

In the BEL gametype script, the killcam function contained the logic that switched allies to axis after they were killed. My initial nokillcam mod simply bypassed the killcam function, which in effect prevented the allies-2-axis switchover, making BEL basically not work right. My 2nd fix took care of this.

The more I look at the CoD scripts, the more I question some of the decisions IW made when writing these and what feedback they were getting from their testers. The nokillcam cvar was a trivial thing to add. My only guess is they were on a tight schedule, understaffed and eager to see the game come out. Overall though, it is an amazing piece of work; the scripts are simple to work with. Only problem I know we'll run into is that of people creating mods that will not work with other mods (since they'll end-up modding basically the same set of files.)

imported_drpeti
11-06-2003, 02:37 AM
+ To turn off KillCam: set hamNoKillCam "1"
+ To turn on KillCam: set hamNoKillCam ""


Great job, especially that with handling the bomb-times :)
But I think no killcam has no use until something will happen with enemy spectate.

imported_Eroc
11-06-2003, 09:35 AM
I agree with that partially....

I have heard alot of gripes about the no kill cam on our server and I tell them ask them what the heck the piont of a sniper is if you can be seen as soon as you shoot someone? If killcam is on turn the dang sniper off... there is not point in it.

But... like you said... free spectate sucks too... gives you too much info about your opponents once you die.

My 2 cents...
Eroc

imported_MMS_Wyatt_Earp
11-06-2003, 01:09 PM
Wyatt here...

You stated you will have a patch for CoD. Do you mean a mod file that alters the scripting of the MP maps? Because, I was going to ask you for the COD source code.. hehe

Not to correct you. Maybe we should call them modPatch's instead.

Wyatt out..

imported_tORNADo
11-09-2003, 11:43 AM
Hi...i like to change these values
+ Plant Time (default 5 secs): set ham_sd_bombplant "5"
+ Defuse Time (default 10 secs): set ham_sd_bombdefuse "10"
+ Bomb Timer (default 60 secs): set ham_sd_bombtimer "60"

Like bomb timer...i'd like it to be 30 seconds or so..where do i alter these times?? In the .gsc file??

2nd question..
How do i force people into one or other team?? I had 10 people on 1 team and 3 on the other.... can i put a line in the .cfg that forces teambalance or sumthin?

THNX

Hammer
11-09-2003, 12:40 PM
Put those in your server's config file or use rcon to change them. There's no team forcing yet.

imported_tORNADo
11-09-2003, 04:18 PM
Allright...put it in the .cfg ...to bad for the forced teambalance. :(

Another issue i was wondering about by the way which i forgot to ask earlier on...

When u throw a grenade i think it takes so damn long before it explodes, so when u or someone throws a nade into a crowd, u or that person must be very very very lucky to make a kill with it....so...i want to shorten the time, let's say 2 or 3 seconds before it blows after throwing it.... can it be changed, and where??
Thnx in advance!

imported_sKiTz
11-18-2003, 06:40 PM
I found a mod that addreses the team-balance problem. I havnt tested it out yet though.

It is here-->http://www.iwnation.com/Forums/index.php?showtopic=1202