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rudedog
10-31-2004, 07:45 PM
TCP AND UDP PORT INFORMATION

Here is a list of all the ports Medal of Honor Pacific Assault(tm)
uses, both TCP and UDP:

80 TCP
6667 TCP
18020 TCP
28910 TCP
29900 TCP
29901 TCP
29920 TCP

13203 UDP
13300 UDP
27900 UDP
29910 UDP

= Only the TCP/IP protocol is supported. IPX does not apply.
= When playing on a LAN, the server only uses UDP port 13203.
= When playing on the internet, the server uses UDP ports 13203,
13300, 27900, 29910 and TCP ports 80, 6667, 18020, 28910,
29900, 29901 & 29920.
= The default port is UPD 13203. If UPD 13203 is already in use
then the game will scan through UDP ports 13204-13218 until it
finds an unclaimed port to use. In situations where multiple
dedicated servers are launched on a single machine, the game
selects the port automatically - it is not necessary to
manually assign the port.

HARDWARE ROUTERS AND FIREWALL DIFFICULTIES

Firewalls and Routers can prevent you from connecting online.
Software Firewalls should be turned off completely to avoid any
issues while playing the game.

Hardware Routers and Firewalls should enable ports as well as
disable the Default Firewall if you’re running Windows XP.

You need to enable port 13203 on your router, and DMZ hosting.
This should allow you to view games online. Other TCP and UDP
ports listed above should also be enabled to prevent complication.

For Router help, please contact your router retailer. To disable
the XP firewall, follow these steps:

1) Double click "My Network Places"
2) Click "View Network Connections"
3) Right click on "Local Area Connection and Select "Properties"
4) Click the "Advanced" tab
5) Make sure to uncheck the box under "Internet Connection
Firewall"


RECOMMENDED PLAYER COUNTS FOR VARIOUS CONFIGURATIONS

Here is a list you can reference to determine the maximum number
of players you can handle for various combinations of machine and
connection types, for both dedicated and listen servers.
Exceeding these values can result in reduced performance.

MACHINE CONFIGURATION KEY

Low = The minimum configuration as listed for single player
High = 3.0 GHz or greater with lots of RAM (1GB or greater)
Med = A configuration close to the recommended for single player

Server Type Machine Spec Connection Type Est. Max Players

----------------- ------------- ---------------- ----------------

Dedicated Server Low DSL/Cable 4 (*)
Dedicated Server Low T1 4 (*)
Dedicated Server Low T3 4 (*)
Dedicated Server Med DSL/Cable 4 (*)
Dedicated Server Med T1 16
Dedicated Server Med T3 16
Dedicated Server High DSL/Cable 4 (*)
Dedicated Server High T1 16
Dedicated Server High T3 32
Listen Server Low DSL/Cable 2 (*)
Listen Server Low T1 2 (*)
Listen Server Low T3 2 (*)
Listen Server Med DSL/Cable 4 (*)
Listen Server Med T1 6
Listen Server Med T3 6
Listen Server High DSL/Cable 4 (*)
Listen Server High T1 10
Listen Server High T3 10

(*) Ambient effects should be disabled in Low bandwidth and
weaker CPU situations. To turn off ambient effects from the
multiplayer shell in-game, select the "Low Bandwidth Server"
check box. Or, from the dedicated server launcher, under
"Bandwidth Optimization" select "Network Speed".
Alternatively, run the game with the following command line:

parameter "+set dm_effectscontroller 0".


STARTING VIA THE LAUNCHER APPLICATION

The application DSLauncher.exe is provided for simple, custom
configuration of dedicated servers outside of the full blown
Medal of Honor Pacific Assault(tm) Multiplayer Demo shell.
However, unless custom configuration is desired, the dedicated
server can be launched directly.

rudedog
10-31-2004, 07:46 PM
STARTING DIRECTLY & COMMON COMMAND LINE PARAMETERS

The dedicated server application can be launched directly by
invoking "mohpa_server.exe". When doing so, at least one of the
default game configuration files should be included on the command
line, and other command line parameters may be desired as well
(complete example invocations follow).

Default game configuration command line parameters:

Free For All: +exec configs/ffaServer.cfg
Team Death Match: +exec configs/tdmServer.cfg
Invader: +exec configs/invaderServer.cfg

Other common command line parameters:

Server Name: +set sv_hostname "This is the server name"

Max players: +set sv_maxclients n (where 0 < n <= 32,
default is 16)

Pure Server: +set sv_pure 1 (off by default)

Track & Record Stats: +set sv_communitystats 1 (pure and
punkbuster must also be enabled in order
to track stats)

Alternate Port: +set net_port p (where p is the port,
see notes on port below)

Low Bandwidth Server: +set dm_effectscontroller 0

Notes on port: The default port is 13203, and the game will
automatically select the closest unused port above 13203 if it is
already in use. In situations where multiple dedicated servers
are launched on a single machine, the game selects the port
automatically - it is not necessary to manually assign the port.


EXAMPLE DIRECT INVOCATIONS

Typical invocations will include a default game configuration,
host name, and max number of players. The recommended maximum number
of players in and invader match is 16, the maximum number of players
in any multiplayer game is 32.

Example invocation of a FFA dedicated server:

mohpa_server.exe +exec configs/ffaServer.cfg +set sv_hostname
"FFA Server 1" +set sv_maxclients 20 +set punkbuster 1
+set sv_pure 1 +set sv_communitystats 1

Example invocation of a TDM dedicated server:

mohpa_server.exe +exec configs/tdmServer.cfg +set sv_hostname
"TDM Server 1" +set sv_maxclients 20 +set punkbuster 1
+set sv_pure 1 +set sv_communitystats 1

Example invocation of an invader dedicated server:

mohpa_server.exe +exec configs/invaderServer.cfg
+set sv_hostname "Invader Server 1" +set sv_maxclients 16
+set punkbuster 1 +set sv_pure 1 +set sv_communitystats 1

Example invocation of a FFA server intended for people connecting
in lower bandwidth situations:

mohpa_server.exe +exec configs/ffaServer.cfg
+set sv_hostname "FFA Low Bandwidth Server 1"
+set sv_maxclients 8 +set dm_effectscontroller 0
+set punkbuster 1 +set sv_pure 1 +set sv_communitystats 1

rudedog
10-31-2004, 07:48 PM
FULL LIST OF GAME CVARS

There are a plethora of tuning variables (known as "cvars") that
can be modified from their default values. Any cvar can be set
from the command line by simply adding to the command line the
phrase: set <cvar-name> <value>. Alternatively, these values can
be configured via the Dedicated Server Launcher described above.

Below is a list of most of the game related tuning variables:

// Server Name - Name that will appear on the server browser

sv_hostname "Nameless Battle"

// Password - Allows you to set a password for the server

set password ""

// Max Players

set sv_maxclients 16

// Time Limit - This sets the elapsed time at which the game ends,
// the winner being the player with the highest score at that time

set timelimit 0

// Frag Limit - The score at which the player or team will win
// the current map

set fraglimit 0

// Welcome message - Will show up on the client when they join
// the server

set g_motd ""

// Game Type:
// 1 Free for All
// 2 TeamDeathMatch
// 6 Invader

set g_gametype 1

// Heal Rate - Determines how fast players heal when they use
// a health pickup

set g_healrate 10

// Health Drop - When enabled players will drop a health pack
// when killed

set g_healthdrop 1

// Backpack Drop - When enabled players will drop their backpack
// when killed

set dm_classesDeathDropBackpack 1

// Weapon Drop - When enabled players will drop their weapon
// when killed

set dm_deathDropWeapon 1

// Realism - Toggles realistic mode

set g_realismmode 0

// Fast Run Speed - When checked, the speed at which players
// can run through levels is increased. Leaving it unchecked
// defaults to Medal of Honor Allied Assault's original run speed

set sv_runspeed 230

// Team Damage - Toggles friendly fire

set dm_teamdamage 0

// Infinite Ammo - Toggles the unlimited ammo setting

set g_unlimitedammo 0

// GameSpy - When set to one, creates a community server available
// through GameSpy

set sv_communitypublic 1

// Inactive Spectate - This sets the time in seconds after
// which an inactive player becomes a spectator. To save server
// bandwidth, 60 seconds is default.

set g_inactivespectate 0

// Map duration - This sets the amount of play time on this map

set g_tempmaptime 0

// Spawn delay - This sets how long it'll take for the players
// to spawn

set g_respawn_time 10.000000

// Invulnerable Time - Amount of time a player is invulnerable
// for after spawning

set sv_invulnerabletime 3

// INFO Threshold - If >0 then limits amount of server INFO
// packets to send out per second

set dm_infoThreshhold 0

// STATUS Threshold - If >0 then limits amount of server STATUS
// packets to send out per second

set dm_statusThreshhold 0

// Max Rag Dolls - The number of bodies that will use the rag
// doll physics

set dm_maxragdolls 0

// DM Speed Mult - How much faster than single player the
// multiplayer players run

set sv_dmspeedmult 1.300000

// Mute Spectators - Prevents spectators from joining in the chat

set g_spectate_allow_full_chat 1

// Enable Punkbuster - Turns on punkbuster requirements for
// the server

set sv_punkbuster 0

// Show Enemy Names - Show the names of the enemies when you're
// looking at them

set g_showlookat 0

// Bleed To Death - Allow the players to bleed to death when
// they take aggravated wounds

set dm_bleedtodeath 0

// Disable Bleeding - Show the bleeding of the players in
// multiplayer

set sv_disablebleeding 0

// Online Stat Tracking - Connects to the stats tracking server
// to track your games

set sv_communitystats 0

// Enable retreating - Indicates if the server supports the
// defender fall back function

set g_retreat_enable 1

// Retreat respawn - If true respawn defenders with full
// weapons/ammo/health

set g_retreat_respawn 0

// Retreat cost - If true then accepting retreat use icon
// costs defenders a spawn

set g_retreat_cost 0

// Retreat time - How long the retreat use icon will remain
// after an objective is lost

set g_retreat_time 10.000000

// Retreat Delay - How long after hitting use icon that the
// player actually retreats

set g_retreat_delay 0.000000

// Able Group Name - The name of the "able" group

set sv_ablegroupname "Able"

// Baker Group Name - The name of the "baker" group

set sv_bakergroupname "Baker"

// Attacker Advance Delay - Stalls the attacking advance
// at the beginning of the match

set dm_attackerAdvanceDelay 10.000000

// Bandage Speed - The speed at which bandages can be applied

set dm_bandagespeed 2.000000

// Effects Controller - Sets the effects controller timing

set dm_effectscontroller 1

// Aim assist zoom - The amount of zoom on an aim assist

set dm_aimassistZoom 20

// Aim assist zoom time - The delay before it the aim assist
// activates

set dm_aimassistZoomTime 0.000000

// FFA Max Health - Free For All health cap

set dm_ffaMaxHealth 100

// Large Player Count - The large players setting

set dm_largePlayerCount 12

// Post Round Wait Time - Number of seconds to wait after
// round ends

set dm_postroundwaittime 30.000000

// Use Hag Initial Bullet Count - If zero then use
// dm_*_ammo_init cvars instead of HAGs to determine initial
// weapon loads

set dm_useHagInitialBulletCount 1

// Seconds Left In Match - Sets the countdown seconds for
// the match

set dm_secondsLeftInMatch 0

// Wait For Transition Flag - The delay when waiting for
// the transition flag

set dm_waitfortransitionflag 0

// Incapacitated Max Health - The maximum amount of health
// allowable when incapacitated

set dm_incapacitatedMaxHealth 25.000000

// Team Kill Warning - Warning message sent to the player
// for team killing

set g_teamkillwarn_message "MP:DefaultTeamKillWarnMessage"

// Team Kill Warnings - Number of warnings before being banned

set g_teamkillwarn "3"

// Team Kill Kick - Amount of team kills before the player
// is kicked off the server.

set g_teamkillkick 5

// Kick Duration - The amount of time before a team killer
// is allowed back onto the server

set g_teamkillbanduration 0

// Inactive Kick - This sets the time in seconds after which
// an inactive player is kicked out of the game.
// 900 (15 minutes) seconds is default.

set g_inactivekick 900

// Warm-Up Interval - the amount of time spent in the
// warm-up mode

set g_warmup 60

// Respawn Interval - Delay before the player respawns

set g_respawn_time 10

// Vote Majority - Sets the majority required for a vote
// to pass

set dm_votemajority 50

// Body Time Max - The maximum amount of time to rag doll
// a body

set dm_bodytime_max 60.000000

// Body Time Min - The minimum amount of time to rag doll
// a body

set dm_bodytime_min 5.000000

// Corpsman Attention Dist - The distance before the
// corpsman attention is enabled

set dm_corpsmanAttentionDist 400

// Corpsman Heal Amount - The healing power of the corpsman

set dm_corpsmanHealAmount 125

// Corpsman Heal Time - the time it takes for the corpsman
// to heal

set dm_corpsmanHealTime 2.000000

// Corpsman Max Morphine - The maximum amount of morphine
// the corpsman can carry

set dm_corpsmanMaxMorphine 6

// Corpsman Max Sulfa - The maximum amount of sulfa the
// corpsman can carry

set dm_corpsmanMaxSulfa 8

// Corpsman Revive Time - The delay before the corpsman can
// revive

set dm_corpsmanReviveTime 2.000000

// Engineer Disarm Expl Speedup - SpeedUp for the engineer
// to disarm explosives

set dm_engineerDisarmExplSpeedup 4.000000

// Engineer Max Explosives - The maximum number of
// explosives the engineer can carry

set dm_engineerMaxExplosives 8

// Engineer Plant Expl Speedup - SpeedUp for the engineer
// to plant explosives

set dm_engineerPlantExplSpeedup 4.000000

// Auto Balance - Auto balances the teams
// 0 - normal
// 1 - force you when you enter the game
// 3 - force you when you die
// (balancing if people leave the server mid game)

set g_teamautobalance 0

// Disable classes in Team Deathmatch

set dm_combatclassesenabled 1

// Enable voting in games

set g_allowvote 1

// Do Warmup - If zero there won't be a warmup infront
// of invader games

set g_doWarmup 1

// Peace Warmup - If zero them players can kill each other
// during warmup

set g_peace_warmup 1

// Invert Objective Numbers

set g_invobjno 0

// Infantry Limits

set sv_restrict_infantry 100

// Corpsman Limits

set sv_restrict_corpsman 100

// Engineer Limits

set sv_restrict_engineer 100

// Ammo Tech Limits

set sv_restrict_ammotech 100

// Close Range Limits

set sv_restrict_closerange 100

// Rifles Limits

set sv_restrict_rifle 100

// Sub Machine Guns Limits

set sv_restrict_smg 100

// Machine Guns Limits

set sv_restrict_mg 100

// Sniper Rifles Limits

set sv_restrict_sniperrifle 100

// Connection Restriction - Limits the ping times to
// prevent the server from getting overburdened

set sv_pingrestrict 0

// Spawn Pool Size - Number of lives in spawnpool. If
// <=0 then it’s 6x number of players at start, otherwise
// it’s the multiple

set g_spawnmultiple -1

// Kick Restrictions

set sv_kickrestrict 0

// Min Team bonus

set sv_minteambonus 0

// Max Team bonus

set sv_maxteambonus 0

// Min Kills

set sv_minkills 0

// Max Kills

set sv_maxkills 0

// Min Team Online

set sv_mintimeonline 0

// Max Team Online

set sv_maxtimeonline 0

rudedog
10-31-2004, 07:49 PM
// Allied Frags - The cap on the number of allied frags
// before the round is over

set dm_alliesFrags 0

// Axis Frags - The cap on the number of axis frags
// before the round is over

set dm_axisFrags 0

// Map - Starting map on the rotation

map "maps/dm/MP_Airfield_INV"

// Map Rotation List

sv_maplist "1 maps/dm/MP_Airfield_INV;
1 maps/dm/MP_Bataan_INV;
1 maps/dm/mp_bougainville_inv;
1 maps/dm/MP_Bridge_INV;
1 maps/dm/MP_Gavutu_INV;
1 maps/dm/MP_Gifu_inv;
1 maps/dm/mp_matanikau_inv;
1 maps/dm/mp_wakeisland_inv;"

// Artillery Ammo Time - The amount of time before the
// artillery ammo respawns

set dm_artilleryAmmoTime 4.000000

// Artillery Internal Ammo - The internal amount of ammo
// the artillery guns can hold

set dm_artilleryInternalAmmo 1

// MG Ammo Time - The amount of time before the MG ammo respawns

set dm_mgAmmoTime 1.500000

// MG Internal Ammo - The internal amount of ammo the
// MG guns can hold

set dm_mgInternalAmmo 65

// MG Cool Rate

set dm_mgCoolRate 2.250000

// MG Heat Rate

set dm_mgHeatRate 2.500000

// MG Jam Time

set dm_mgJamTime 1.750000

// MG Max Health

set dm_mgMaxHealth 150

// MG Supply Count

set dm_mgSupplyCount 2

// MG Supply Max Count

set dm_mgSupplyMaxCount 5

// MG Supply Size

set dm_mgSupplySize 30

// MG User Distance - The distance the user needs to be
// before operating the MG

set dm_mgUserDistance 64

// Cornucopia Ammo - If zero then ammoboxes only refill
// weapon in hand, not all weapons in inventory

set dm_cornucopiaAmmo 1

// Full Restock Ammo - If zero then only a partial restock
// of ammo happens when running over ammoboxes

set dm_fullRestockAmmo 1

// Artillery Max Health

set dm_artilleryMaxHealth 1750

// Artillery Support count

set dm_artillerySupplyCount 3

// Artillery supply max count

set dm_artillerySupplyMaxCount 5

// Artillery Supply Size

set dm_artillerySupplySize 1

// Explosives Arm Time

set dm_explosivesArmTime 15.000000

// Explosives Damage

set dm_explosivesDamage 200

// Explosives Disarm Time

set dm_explosivesDisarmTime 15.000000

// Explosives Fuse Time

set dm_explosivesFuseTime 30.000000

// Explosives Radius

set dm_explosivesRadius 500

// Landmine Defuse Time

set dm_landmineDefuseTime -1.000000

// Landmine Defuse Time Engineer

set dm_landmineDefuseTimeEngineer 4.000000

// Landmine Max Spot Distance

set dm_landmineMaxSpotDistance 500

// Landmine Spot Mult Crouch

set dm_landmineSpotMultCrouch 0.500000

// Landmine Spot Mult Prone

set dm_landmineSpotMultProne 1.000000

// Landmine Spot Mult Stand

set dm_landmineSpotMultStand 0.330000

// Landmine Spotting Narrowness

set dm_landmineSpottingNarrowness 0.850000

// Grenades Allowed - If zero then no grenades handed
// out when game starts

set dm_grenadesAllowed 1

// Landmines Allowed - If zero then no landmines handed
// out when game starts

set dm_landminesAllowed 1

// Satchel Charges Allowed - If zero then no satchel
// charges handed out when game starts

set dm_satchelChargesAllowed 1

// Death match flags
// DF_NO_HEALTH 0x1
// DF_NO_POWERUPS 0x2
// DF_WEAPONS_STAY 0x4
// DF_NO_FALLING 0x8
// DF_INSTANT_ITEMS 0x10
// DF_NO_ARMOR 0x800
// DF_NO_FOOTSTEPS 0x20000
// DF_ALLOW_LEAN 0x40000

set dmflags 0

Hambrgr_Helpr
10-31-2004, 09:08 PM
Thanks RudeDog.

Hey, are CVARS like maxping, maxrate, privateclients, rconpassword and such still the same? If so, can we just add them to the command line?

rudedog
11-01-2004, 06:36 AM
yes but they added some like sv_pingrestrict, rconpassword is still used

here are a couple more. I don't know if there active in the demo.

sv_maxPing "0" (SA)
sv_minPing "0" (SA)
sv_maxRate "0" (SA)
sv_maxclients "16" (SL)
sv_hostname "xxx" (SA)
sv_privateClients "0" (S)

as always, you can use any cvar in your command line.

Flea-DnC
11-01-2004, 01:51 PM
RudeDog..

Thanx for the info... greatly appreciated..

Just wondering if anyone knows of a tool that will extract the .rez files.. so one could begin on some admin tools / ect.. :D

SNYPE
11-01-2004, 02:00 PM
The Rez files in the Demo are protected as were the pk3s in the BT Demo.

rudedog
11-02-2004, 03:35 PM
We have just been told the NDA for the mod tools have been lifted so I can now discuss some things about rez files.

With the MDK that will be released with the game, there is a dos utility to make and uncompress rez files.

One of the EA dev's will be making a gui version of this utility, just like packscape.

More MDK info will be released shortly, I would recommend checking out modthearter.com (TMT) for more info on that stuff.


On a side note, there has been a group of people already working on some mods for MOHPA. We are also invited to attend EA's MOD day (just like the community day I attended a couple months ago). Here EA will teach a core group of people some basics and advanced elements of the new MOHPA game/MDK. They will in turn be passing their info to the community in the form or tutorials, guides, sample mods and offering help via their forums.

However I am unable to attend (damn work load), but there is a very good group of people heading out to EALA within the next week or so.

More info to follow.

svoller
11-07-2004, 08:57 AM
Would be nice if there was a log option , does anyone know if this exists ?

FluffHead
11-07-2004, 09:04 AM
Rudedog, do you have any information about the MDK and it's full featured functionality? I'm just curious how much will be left out, I would expect it to be extremely scaled back from what the Dev's used.

rudedog
11-07-2004, 10:44 AM
Would be nice if there was a log option , does anyone know if this exists ?

EA has told us that they will be keeping track of stats, you as a game admin should be able to use this feature for your own site.

More info should follow

As for the MDK more info can be found here:
http://www.modtheater.com/forum/showthread.php?t=21019

62ndAirborne
11-17-2004, 09:29 AM
My manuls says "Medal of honor :PA is using following UDP ports.
13.200
13.202
13.203
13.300

Kodiak
11-21-2004, 11:53 AM
We seem to have trouble in our rotation, the maps are not cycling.

I've noticed in your example about you have both

Time Limit and
Map duration

set to "0"..

My question,

should these values match?Would having time limit set to 20 and map duration to 15 be a possible cause of our problem?

rudedog
11-21-2004, 06:09 PM
There is an error with all cfg files created with the dslauncher, in the readme(s) and packed in the rez files.

They are missing the set command. I copied that cfg from a preview build the MOH MODteam got to play with before the game shipped.

I need to fix the above post, EA is aware of this error and should be fixed

Don't know if this will effect your server, also the MOTD created with the dslauncher has this mistake as well, make sure all your cvars have set before them in your cfg file

Oracleman
11-22-2004, 10:25 AM
Anyone have any specs on what these ports run, espceially the TCP ports:
80 TCP
6667 TCP
18020 TCP
28910 TCP
29900 TCP
29901 TCP
29920 TCP

13203 UDP
13300 UDP
27900 UDP
29910 UDP

= Only the TCP/IP protocol is supported. IPX does not apply.
= When playing on a LAN, the server only uses UDP port 13203.
= When playing on the internet, the server uses UDP ports 13203,
13300, 27900, 29910 and TCP ports 80, 6667, 18020, 28910,
29900, 29901 & 29920.


TIA

Avarell_Dalton
02-11-2005, 03:03 PM
Anyone have any specs on what these ports run, espceially the TCP ports:
Strange that noone knows this don't you think?

v.L | Shorty.Spek
03-20-2005, 03:25 PM
Hmmm ... I used the ''set password'' ... and it worked ... but how do I delete it ? ... xD

pheelthepain
10-05-2006, 09:42 AM
hi guys, i'm part of a sniper only mohpa server, and we haven't got much experience in invader cfg files, as we tend to use the team deathmatch and free 4 all cfg's.
these are our problems..... we are playing a match, and we want the frag limit to end the match when either team reaches 150 frags. we have managed to achieve this in our tdm cfg, and when i tried to imitate all the settings into the invader cfg the game didn't end. it seems that the spawn multiplier over rides the frag limit in invader and i can't figure out why.

// Frag Limit
// The score at which the player or team will win the current map
set fraglimit 150

// Spawn Pool Size
// Number of lives in spawnpool. If <=0 then it’s 6x number of players at start, otherwise it’s the multiple
set g_spawnmultiple -1

// Allied Frags
// The cap on the number of allied frags before the round is over
set alliesFrags 150

// Axis Frags
// The cap on the number of axis frags before the round is over
set axisFrags 150

these are the related settings that i can see, and how we have them set in our tdm cfg (which as i said works fine), but they don't work in the invader cfg



ALSO, the weapons are still unevenly balanced between the teams with the ally guns being more powerful. we have switched the realistic mode off and its still uneven. i've heard theres a mod available, but i was hoping to do it in the cvars so any suggestions are welcome

GaSplat
10-07-2006, 12:27 AM
I am not an invasion mode expert, but you would probably be better running the map in TDM mode (kind of hard to destroy some of the objectives with just hand grenades). I don't believe invasion mode cares about casualties, though you could try setting a multiplier and letting the lack of respawns take care of things when the tickets run out. For an all sniper affair I would try setting the spawn multiple to just 3 or 4.

<MAD>PheelthePain
03-17-2008, 02:49 PM
hi guys, another question about the MOHPA cfg's.


on all of our gametypes we play sniper only, and succesfully had the pistols disabled for years. recently we lost all the files on our server and have had to re-create the cfg's by editing the DSLauncher. everythings working fine now, except we can't get rid of the pistols. i've tried to use the same cvar as the one to get rid of the nades
/set dm_grenadesAllowed 0
but that hasn't worked. i remember seeing the command whilst doing alterations on our older versions, and remember it being similar to the grenades command, but can't quite remember exactly the command. does anybody have any suggestions please , thanks in advance ,

<MAD>PheelthePain.... Phil

GaSplat
03-17-2008, 09:47 PM
That is the right cvar for grenades. Uninstalled teh game a long time ago so I can't research it for you but open the rcon and try something like this:

cvarlist *pistol*

Should return a list of all cvars with "pistol" in them.

You could also try cvarlist *allow*

Failing that, you could always create empty tik files for all the pistols and then save them as a pk3 - a crude form of "no pistols mod" that should work just fine.

<MAD>PheelthePain
03-22-2008, 10:29 AM
the command i was using originally was correct.
set dm_pistolsEnabled 0

the problem, elieve it or not , was where i had the cvar located in the list. originally i had it at the bottom of the weapons cvars, which seemed the common sense place for it, but it only worked when i moved it to just above the "broadcast message serttings".
i thought it wasn't relevant where in the list the cvar appeared, so thought i would post this fix to make others aware that it can be a possiility ;)

something i came across while trying to determine if i was using the correct cvar command, was that there seems to be 3 different types of command. for example .....

set sv_maxclients 20
set g_dowarmup 1
set dm_combatclassenabled 0

my next silly question (lol) , is what's the difference between set sv_, set dm_ and set g_ . i understand that there are different types of cvars, ut was just wondering what actually determines when and where to use each of those 3 types. thanks again in advance :salute:
Phil

GaSplat
03-23-2008, 03:00 AM
Thanks for posting that fix!

In general (meaning there probably are exceptions for all of these):

sv_ is a server variable used by the server and may not even be passed to the client since they don't need it.

g_ is a game setting. This one is kind of, uh, flexible. ;) It can be used for anything you want to set in the game. I also saw a game (forget where now) that had both sv_ and g_ cvars for the same thing. Looked like they may have been saving a "current setting" and a "next round" setting. Or it could have been sloppy coding (lol).

dm_ is for deathmatch, meaning another value may be used for single player mode. This is often the case with weapon and ammo loadouts, etc. I have also seen it used for weapon damage where they made the (always allied) single player version of a weapon more powerful and the dm_ version more balanced. Always tweak the dm_ versions for servers rather than the regular ones if both are present. Original MOH (at least for SH and BT) has a realism cvar and dm_realism (sp?) versions so you could change a variety of effects by setting realism on or off.

<MAD>PheelthePain
03-24-2008, 05:33 AM
Thanks GaSplat, apreciate all your help. just one more thing tho buddy .... could you edit my post, where i put
set dm_pistolsAllowed 0
i meant to put
set dm_pistolsEnabled 0 .... could you edit and correct that for me please and then delete this post, lol.
i tried to write that cvar from memory , didn't quite work out, lol.... sorry :o

GaSplat
03-25-2008, 09:46 PM
Heh, I fixed the post but I don't like to delete posts (just a personal hang up from sites with flame wars and such). Really appreciate your coming back with the correction (no doubt someone somewhere will appreciate it even more when the command works :D ). I assure this wasn't the first time someone made a post and then came back with a "uh, on second thought, try such and such instead". ;)

<MAD>PheelthePain
04-13-2008, 09:41 AM
Hi Guys ,

Its me again, lol....


i am looking to install a download re-direct for the custom maps and mods for MOHPA. we already have this set up on our COD4 servers, and when a player tries to connect to the server and he doesn't have any of the maps/mods we have on our server, they are automatically re-directed to our website downloads, and the missing files are then installed in their game folder, and then they are automatically re-directed back to the game server.
Do any of you guys have any experience with this, and if so, is it possile to do for MOHPA ?

Thanks in advance,
Phil

GaSplat
04-13-2008, 01:17 PM
Although I know it was requested at the community preview, this is not one of the features included in the game. :(

flwolverine
05-09-2008, 11:33 AM
Hello.

I am running a mohpa dedicated server at my office and i can not remove the planes, bombs, lightning, and thunder off the server. I have tried to configure it through the DSLauncher but still no luck. I have a server.cfg file that has all the configurations I want but I cant seem to replace the file for it to take. I go to the C:\Documents and Settings\koerner\My Documents\EA Games\Medal of Honor Pacific Assault(tm) and replace the file. Whenever i launch the DSLauncher it goes back to the original settings set in the launcher instead of taking the new settings in the file. Can anyone help me?

Wolverine

flwolverine
05-09-2008, 11:34 AM
Does anyone know the command line phrase to remove the planes, bombs, lightning, and thunder off the game maps. Please help!!

<MAD>PheelthePain
10-20-2008, 07:58 AM
sorry wolverine, its not something i've done before so wouldn't be able to give you exact instruction.... in my experience your looking in the wrong place altogether. the folders/files that are in the "my documents" folder are not used for configurations/settings in online gameplay. those settings are either server side (on a dedicated server there is a list of settings known as a cfg file, that the server owner can edit and upload accordingly), or in this folder " C:\Program Files\EA GAMES\Medal of Honor Pacific Assault(tm) "


i have a question of my own now. when i use a ranked server, each player is given a rank at the end of each map, depending on their experience in multiplayer. my rank is currently general, and has slowly risen through the ranks as i have played MOHPA over the years.......but i've noticed that theres higher ranks than that, and wondered if any of you guys know how the ranking system works? i should be commander in chief with the amount of gaming hours i've played on this game, lol...

Thanks in advance
Phil