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View Full Version : NEW CoD Gametypes - Server-side mod


Hammer
11-06-2003, 04:21 AM
I decided that I didn't like the Search & Destroy game play that much, so I created a new gametype called Objective. Basically took the SD script and hacked it for OBJ with dual bomb setting and defusing. Game play is almost identical to OBJ on MOHAA. Allies must plant both bombs and axis must ensure they don't do that. Somewhat trying to see what can be done with new types, etc. Mostly preliminary ... only known problem is that to defuse a bomb, axis must CROUCH on it and search around in a circle until the icon appears. Can't seem to get the triggers setup right, but they can be defused.

Get the beta version of the server-side mod ==> HERE (http://www.mohaacrew.com/Hammer/zzzzz_Hammer_Obj_Gametype_0.0.pk3) <==

Place it in your server's main folder and restart. Set your gametype for obj and use the same rotation as for sd gameplay.

NOTE: Only servers need this file! Clients do not need to install this as it will prevent you from connecting to (pure) servers that do not contain the mod.

The following cvars are available:
//Objective Default Description
set scr_obj_graceperiod "15" // Time at round start where spawning and weap.
// choosing is still allowed, 0 - 60 seconds
set scr_obj_roundlength "5" // round length
set scr_obj_roundlimit "0" // Max Number of round wins per map
set scr_obj_scorelimit "0" // Map team score limit per map
set scr_obj_timelimit "10" // Map time limit, in minutes - 0 to 1440

set hamNoKillCam "1" // 1=dont show killcam (null to disable)
set ham_obj_bombplant "5" // time to set the bombs
set ham_obj_bombdefuse "8" // time to defuse the bombs
set ham_obj_bombtimer "45" // timer before bombs explode
set ham_obj_stopwatch "1" // 1=Show stopwatch(es) (null to disable)

Hammer
11-10-2003, 02:59 AM
Fixed the problem with axis having a hard time defusing bombs. Pretty much completes the gametype. Get the file ==> HERE (http://www.mohaacrew.com/Hammer/Hammer_Obj_Gametype_1.0.zip) <==

Check the README.txt in the zip file.

Hammer
11-10-2003, 08:07 PM
And yet another new gametype mode added in ... Round-based Team Deathmatch. Get the updated file ==> HERE (http://www.mohaacrew.com/Hammer/Hammer_CoD_Gametypes_1.0.zip) <==

Note, this file includes both OBJ and RB gametypes. See the README.txt file for additional information, including server cvar configuration.

AADiC
11-10-2003, 08:42 PM
You my man are the SHIZNIT!!!!!!

rudedog
11-10-2003, 09:28 PM
You ever sleep hammer? :lol:

Can I mirror these here? also will post some news on the font page!

Hammer
11-10-2003, 10:10 PM
How many times you gonna ask that, huh? ::o): :!:

You don't have to. THANKS.

BTW, I do sleep sometimes. When I'm not doing this stuff, I'm working so I can pay for the things I need to allow me to do this stuff. :dis: Just ask Sgt. D, he knows. Actually, I'm neglecting some of my duties over at MC for doing this. I'm sure (hope) he understands. It's for the community ... yeah, that's it ... the community. Now where's my beer?! :x(

Dillinger
11-11-2003, 12:36 PM
Thanks for the new gameplay modes.

Could you do me and a lot of other players a favor and for the love of god take away the stupid rounds! Make you respawn, not have to wait four minutes. It kills this game. All the players over at Mike's Marauders are begging for an objective-based RESPAWNING mode.

It'd be great if you could just add respawning to this mod. I'd love you! :)

imported_Eroc
11-11-2003, 04:23 PM
Dillinger... I am confused as to what your asking? Is the Objective mod not working correctly?

I was going to download it and try it out myself... but I was confused by your post.

Eroc

Dillinger
11-11-2003, 09:58 PM
No, it works fine!

I just hate the CS/MoH style round matches where you have to wait to respawn. I wish someone would just make an objective based gameplay mode where you respawn instantly or after like 5 seconds. Similar to DoD.

Hammer
11-11-2003, 11:15 PM
I'm already looking into adding a timed respawn, although I personally don't really like a round-based gametype with respawn (what's the point then in being round-based?). It will be a configurable option nonetheless. It will add a lot more complexity to the gametype since it changed the end-of-round checks quite a bit. I'll be modding the RE and SD types as well.

imported_Eroc
11-12-2003, 12:37 AM
Great mod Hammer !

I saw two things, 1 of which you might not have any control over.

1. The timer at 5 seconds stops ticking (the sound) but continues on working and blows accordingly.

2. The blast radius is huge. We have people a good distance away and it killed them. Anything you can control?

Otherwise nice mod!

Thanks !

Eroc

Hammer
11-12-2003, 01:12 AM
Yep, at 5 seconds to blow, I make the sound change. Unfortunately the client must have the mod installed to hear it.

I didn't want to publicize this since it would make a lot of people's game break on sv_pure servers.

I increased the blast range a bit too, makes it more interesting that way. :|

Dillinger
11-12-2003, 01:22 AM
Great to hear, Hammer. All I'm asking you for is a server variable that will give the option for respawning and not waiting until the round is over.

People will love you for it! :)

imported_Eroc
11-12-2003, 07:58 AM
Kinda defeats the point of Obj doesn't it Dillinger? Just an opinion.

Anyways, any way of lessening that blast radius? It was so far out that it, in game details, was about 5 car lengths away and about 4 died right off trying to cover it. Just a little not much.

As for that sound mod, if we have it on our servers and its pure they'd have to get it anyways.

Can I get that sound part of the mod or can we change it to a regular clock?

Thanks,
Eroc

Hammer
11-12-2003, 08:06 AM
The sound part is already in the mod, clients just need to be allowed to download it from your server or told where to get it.

On the blast radius, it's about 30-40 (game) feet now, which is more realistic on the type of explosion than what came with the standard game (it's not like you're setting off a grenade). Anyway, if enough folks complain about it, I'll lower it in a future update. So far, you're the only one. :P

Chingaman
11-12-2003, 08:17 PM
Hammer....love your mod!! Bit of a problem though. The obj part of the mod works great on the first map of the objective rotation. Bombs get set...bombs defuse...bombs blow up....all good. On every map after that.....the server will crash everytime a bomb is finished being set. Have you seen this before....i assume its a setting i've got wrong or something in my .cfg

Here is my startup .cfg

//Call of Duty Server Config File

//General Server Settings
set dedicated 2 // 0=Listen Server 1=Dedicated LAN Server 2=Dedicated Internet Server
set developer 0 // 1=Use only to check for script errors
set sv_pure 1 // 0=off 1=Server checks for modified files
//setnet_ip 0.0.0.0 // IP to listen on for multihomed servers
set net_port 28960 // port to listen on
set com_hunkmegs "128" // MB allocated for the game heap. Good for servers will lots of memory
set sv_allowdownloads "1" // This is server side that will allow map downloads // Must also have set cl_allowdownloads "1" on the client
set g_log "mp.log" // Log file name
set g_logsync "1" // 0=buffered writes 1=Write immediately
set g_banIPs "1" // 0=Off 1=Enables banning of IPs
seta sv_maxRate "5000" // Maximum data rate a client can have - Server controlled
seta sv_minrate "1000" // Minimum data rate a client can have - Server controlled
seta sv_maxPing "250" // Maximum ping the server will allow for joining players
seta sv_minPing "0" // Minimum ping the server will allow for joining players
seta sv_dl_maxrate "100000" // Maximum download rate the server will send files at (i.e Maps etc)
seta sv_floodProtect "1" // 0=Off 1=On Helps control in game text spam
seta g_inactivity "60" // In Seconds - Time at which an inactive player gets sent to spectator
seta g_spectatorinactivity "120" // In Seconds - Time at which an inactive player gets kicked
seta g_speed "210" // Player movement speed Default=190
seta g_complaintlimit "5" // N/A
set scr_sd_force_team_spectate "1" // Forces only spectate of own team - Unknown if it works
seta g_teamForceBalance "0" // Foces auto balancing of teams - Unknown if it works
set scr_allow_vote "0" // Both have to be off to turn off voting
set g_allowvote "0" // Both have to be off to turn off voting
set scr_drawfriend "0" // Draws a team icon over teammates
set scr_forcerespawn "1" // Force respawning - DM & TDM
set scr_friendlyfire "2" // 0=Off 1=On 2=Reflect damage
set sv_reconnectlimit "3" // Maximum times you can reconnect Default=3

//Specific Server Settings
set sv_hostname "|-ERS-| Elite Rifle Squad COD Server"
set scr_motd "This server is rifles and sniper only!!"

set sv_maxclients "8" // Maximum clients allowed on server (Includes private clients)
seta sv_privateclients "0" // # of private clients
set rconPassword "******" // Remote control password (Master password)
seta sv_privatepassword "" // Private client password
set g_password "" // Game password - Used to password the entire server

sets .Admin "|-ERS-|Gen.^CHinGaMaN^" // Server Admin
sets .Email "" // Server Admin email
sets .IRC "" // IRC channel for clan/group
sets .Website "www.legionsofchaos.com/ers" // Website URL
sets .Location "Chicago" // Server location

//General Game Settings 0=Disable weapon 1=Enable weapon
set scr_allow_bar "0"
set scr_allow_bren "0"
set scr_allow_enfield "1"
set scr_allow_fg42 "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "0"
set scr_allow_mp44 "0"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "0"
set scr_allow_springfield "1"
set scr_allow_sten "0"
set scr_allow_thompson "0"

//Search and Destroy Default Description
set scr_sd_graceperiod "5" // Time at round start where spawning and weapon choosing is still allowed, 0 - 60 seconds
set scr_sd_roundlength "5" // round length in mins
set scr_sd_roundlimit "0" // Max Number of round wins per map
set scr_sd_scorelimit "0" // Map team score limit per map
set scr_sd_timelimit "20" // Map time limit, in minutes - 0 to 1440

//Behind Enemy Lines Default Description
set scr_bel_alivepointtime "5" // Number of seconds to get a point for staying alive as allied
set scr_bel_scorelimit "50" // Map score limit
set scr_bel_timelimit "20" // Map time limit, in minutes - 0 to 1440

//Deathmatch Default Description
set scr_dm_scorelimit "50" // Map score limit
set scr_dm_timelimit "25" // Map time limit - 0 to 1440, in minutes

//Retrieval Default Description
set scr_re_graceperiod "10" // Time at round start where spawning and weapon choosing is still allowed, 0 - 60 in seconds
set scr_re_roundlength "5" // Map round length in minutes
set scr_re_roundlimit "0" // Max Number of round wins per map
set scr_re_scorelimit "0" // Map score limit
set scr_re_showcarrier "0" // Show the objective carrier on compass
set scr_re_timelimit "20" // Map time limit, in minutes - 0 to 1440

//Team Deathmatch Default Description
set scr_tdm_scorelimit "75" // Map score limit
set scr_tdm_timelimit "25" // TDM total map time

//Objective Default Description
set scr_obj_graceperiod "15" // Time at round start where spawning and weap.
// choosing is still allowed, 0 - 60 seconds
set scr_obj_roundlength "5" // round length
set scr_obj_roundlimit "0" // Max Number of round wins per map
set scr_obj_scorelimit "0" // Map team score limit per map
set scr_obj_timelimit "20" // Map time limit, in minutes - 0 to 1440

set ham_obj_stopwatch "1" // show timer for bombs
set ham_obj_bombplant "1" // seconds to defuse bomb
set ham_obj_bombdefuse "1" // seconds to defuse bomb
set ham_obj_bombtimer "20" // seconds before explode

//Round-based TDM Default Description
set scr_rb_graceperiod "15" // Time at round start where spawning and weap.
// choosing is still allowed, 0 - 60 seconds
set scr_rb_roundlength "5" // round length
set scr_rb_roundlimit "0" // Max Number of round wins per map
set scr_rb_scorelimit "0" // Map team score limit per map
set scr_rb_timelimit "20" // Map time limit, in minutes - 0 to 1440

// Additional cvars
set hamNoKillCam "1" // 1=disable killcam

//GAMETYPE: bel, dm, re, sd, tdm
set g_gametype "obj"

set sv_mapRotation "gametype obj map mp_brecourt gametype obj map mp_carentan gametype obj map mp_dawnville gametype obj map mp_depot gametype obj map mp_harbor gametype obj map mp_hurtgen gametype obj map mp_pavlov gametype obj map mp_railyard gametype obj map mp_rocket"

map mp_brecourt



Also....the no kill cam isnt working either :cry:

http://www.legionsofchaos.com/ers/themes/AOM/images/logo.jpg

Hammer
11-12-2003, 09:01 PM
I'm working on a fix ... funny, all my testing is in brecourt, and that's the only maps that doesn't have the problem. bummer. I'll have a update out tonight.

Chingaman
11-12-2003, 09:31 PM
Thx Hammer you da man!!

By the way...as long as i got your attention...is there a way to make objective maps rotate on their own if no-one is on the server?
Would be cool if you could whip that mod up too :!:

http://www.legionsofchaos.com/ers/themes/AOM/images/logo.jpg

Dillinger
11-12-2003, 10:08 PM
Kinda defeats the point of Obj doesn't it Dillinger? Just an opinion.No, haven't you ever played Day of Defeat? :)

Hammer
11-13-2003, 02:07 AM
Yes (with a catch). Set all the round/score limits to 0 and set roundlength/timelimit appropriately. Now, standard RE and SD gametypes have a BUG with this, so you'll need the RE and SD fix mod I posted in this forum.

Thx Hammer you da man!!

By the way...as long as i got your attention...is there a way to make objective maps rotate on their own if no-one is on the server?
Would be cool if you could whip that mod up too :!:

Hammer
11-13-2003, 02:08 AM
I've fixed the problem in OBJ gametype that was causing the map crashes.

I'm also including the alpha-release of the Quad-Team Deathmatch gametype.

Get the new archive ==> HERE (http://www.mohaacrew.com/Hammer/Hammer_CoD_Gametypes_1.2.zip) <==.
Check out the README.txt file for information.

Currently quad-gameplay itself appears to work pretty well, although I haven't been able to test with a large group of players, so can't tell how the spawnpoints are going to behave. The scoring system is retarded :cry: :cry: CoD has internal data stores for the scores and also seems to only care about allies and axis (so allies can be any of american, russian, british). I had to work around this a bit by treating players as belonging to no team (at least from CoD's perspective) and kept team logic myself. This means that the scoreboard does not group players by team, and the team head-icon display does not!

Internally I'm keeping track of score and I plan to provide some type of score display (draft is there now, but no score shown). At the end of each map, the winning team is properly announced.

So give it a try and give me feedback.

rudedog
11-13-2003, 06:23 AM
If you like Hammer. I will post some news on the front. to drive some traffic to your server and test the mod out with a large number of clients.

let me know the info of the server, where you would like people to send feedback and anything else you need,

Your doing great work Hammer. I know everyone appreciates it!

Hammer
11-14-2003, 12:17 AM
Made more updates to the Quad-Team gametype ... I'm not going to be making any more releases while it's still in testing. However, we've got MC Gamers server #2 (69.41.230.228:28960) running the new gametype, and you can help test and also get a copy of the latest mod by running /set cl_allowdownload 1 and connecting to our server. You should first remove any .pk3 files you may have added locally, since the sv_pure setting on our server will only allow the files that we are running.

BTW, here's a pic of the end-of-map score: http://www.mohaacrew.com/Hammer/scores_4xtdm.jpg

The intent is to have the block near the top-right display scores, but I've been unable to get it to work. The teams shown are listed in highest score order, and changes throught game play. There's also a periodic score message on the bottom left.

Anyway, if you have some free time, hop onto our test server and provide feedback on the new gametype.

rudedog
11-14-2003, 06:32 AM
This is awsome, Hammer. Keep up the good work.

Ruff
11-14-2003, 08:04 AM
Some very neat stuff!
Does this mod have a team-only spectate option?
Am I right in thinking I wouldn't be able to use any other mods (like iO server admin) at the same time as this on our server?

Hammer
11-14-2003, 11:07 AM
Thanks. At this time this is a proof-of-concept project. Team-spectate, team-balance, spawnpoint management, weapon restriction/balance, etc. should be indepented of the gametype and will be dealt with in the near future. We're all anxiously awaiting the release of the CoD SDK and the next patch to see how much work modders have to correct some of the existing deficiencies.

The gametype is an add-on and is not affected nor affects any other mods.

Ruff
11-14-2003, 11:20 AM
Okies, cheers for the info!

Hammer
11-14-2003, 01:31 PM
FYI, the test server went out to lunch last night after the gamehost software we use to control it died in the process of restarting it. It will be back sometime today (or so they tell me!)

Good news is I've had time to play with the mod more and now I have the upper-right score area working!!! Huge hack though, but it works.