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View Full Version : Possible Match Settings....


Studek
11-26-2007, 09:10 PM
PAM for CoD4 is being worked on as we speak.

The default config (which is set as per league rule set) is as below.

Is there anything that needs to be added or removed or considered ?

Please post only constructive feedback (anything else will be deleted)

CB / CAL / TWL etc... all have the same default.



main()
{
// Gametype Settings
// King of the Hill
setDvar("koth_autodestroytime", "60");
setDvar("koth_capturetime", "20");
setDvar("koth_delayPlayer", "0");
setDvar("koth_destroytime", "10");
setDvar("koth_kothmode", "0");
setDvar("koth_spawnDelay", "60");
setDvar("koth_spawntime", "0");
setDvar("scr_koth_numlives", "0");
setDvar("scr_koth_playerrespawndelay", "0");
setDvar("scr_koth_roundlimit", "1");
setDvar("scr_koth_roundswitch", "1");
setDvar("scr_koth_scorelimit", "250");
setDvar("scr_koth_timelimit", "15");
setDvar("scr_koth_waverespawndelay", "0");

// Death Match
setDvar("scr_dm_numlives", "0");
setDvar("scr_dm_playerrespawndelay", "0");
setDvar("scr_dm_roundlimit", "1");
setDvar("scr_dm_scorelimit", "250");
setDvar("scr_dm_timelimit", "12");
setDvar("scr_dm_waverespawndelay", "0");


// Domination
setDvar("scr_dom_numlives", "0");
setDvar("scr_dom_playerrespawndelay", "0");
setDvar("scr_dom_roundlimit", "1");
setDvar("scr_dom_scorelimit", "200");
setDvar("scr_dom_timelimit", "0");
setDvar("scr_dom_waverespawndelay", "0");

// Sabotoge
setDvar("scr_sab_bombtimer", "30");
setDvar("scr_sab_defusetime", "5");
setDvar("scr_sab_hotpotato", "0");
setDvar("scr_sab_numlives", "0");
setDvar("scr_sab_planttime", "2.5");
setDvar("scr_sab_playerrespawndelay", "7.5");
setDvar("scr_sab_roundlimit", "0");
setDvar("scr_sab_roundswitch", "1");
setDvar("scr_sab_scorelimit", "1");
setDvar("scr_sab_timelimit", "20");
setDvar("scr_sab_waverespawndelay", "0");

// Search & Destroy
setDvar("scr_sd_bombtimer", "50");
setDvar("scr_sd_defusetime", "5");
setDvar("scr_sd_multibomb", "0");
setDvar("scr_sd_numlives", "1");
setDvar("scr_sd_planttime", "5");
setDvar("scr_sd_playerrespawndelay", "0");
setDvar("scr_sd_roundlimit", "0");
setDvar("scr_sd_roundswitch", "5");
setDvar("scr_sd_scorelimit", "6");
setDvar("scr_sd_timelimit", "2.5");
setDvar("scr_sd_waverespawndelay", "0");
// Strat Time
setDvar("pam_allow_strattime", "1");
setDvar("pam_strattime", "12");

// War
setDvar("scr_war_numlives", "0");
setDvar("scr_war_playerrespawndelay", "7");
setDvar("scr_war_roundlimit", "1");
setDvar("scr_war_scorelimit", "1000");
setDvar("scr_war_timelimit", "10");
setDvar("scr_war_waverespawndelay", "0");

// Capture the Flag (not available yet)
setDvar("scr_ctf_numlives", "0");
setDvar("scr_ctf_playerrespawndelay", "0");
setDvar("scr_ctf_roundlimit", "2");
setDvar("scr_ctf_roundswitch", "1");
setDvar("scr_ctf_scorelimit", "10");
setDvar("scr_ctf_timelimit", "5");
setDvar("scr_ctf_waverespawndelay", "15");


// Mode
setDvar("scr_hardcore", "0");
setDvar("scr_oldschool", "0");
setDvar("scr_oldschool_mw", "0");
setDvar("scr_game_onlyheadshots", "0");


// Team Related
// Friendly Fire
setDvar("scr_drawfriend", "1");
setDvar("scr_team_fftype", "1");

// Team Killing
setDvar("scr_team_teamkillpointloss", "2");
setDvar("scr_team_teamkillspawndelay", "0");
setDvar("scr_team_kickteamkillers", "0");
setDvar("scr_teamKillPunishCount", "999");

// Team Respawn
setDvar("scr_team_respawntime", "0");

// Spectator Permissions
setDvar("scr_game_spectatetype", "1");
setDvar("g_deadChat", "0");


// Player Related
// Player Death/Respawn Settings
setDvar("scr_player_numlives", "1");
setDvar("scr_player_forcerespawn", "1");
setDvar("scr_player_respawndelay", "0");

setDvar("scr_game_deathpointloss", "0");
setDvar("scr_game_suicidepointloss", "0");
setDvar("scr_player_suicidespawndelay", "0");

// Dead player's Explosives
setDvar("scr_deleteexplosivesonspawn", "1");

// Player Health
setDvar("scr_player_maxhealth", "100");
setDvar("scr_player_healthregentime", "5");

// Player Default Movement Speeds
setDvar("scr_player_sprinttime", "4");
setDvar("g_speed", "190");

// Halftime Player's Scores
setDvar("pam_player_reset_halftime_scores", "0");


// Game Timers
setDvar("scr_game_graceperiod", "15");
setDvar("scr_game_matchstarttime", "10"); //Also used after Ready-Up is over to start/continue a match
setDvar("scr_game_playerwaittime", "15");


// Environmental Stuff
setDvar("g_gravity", "800");
setDvar("scr_enable_music", "0");
setDvar("scr_fog_disable", "1");


// HUD Stuff
setDvar("scr_enable_scoretext", "1");
setDvar("scr_enable_hiticon", "1");
setDvar("g_redCrosshairs", "0");
setDvar("g_maxDroppedWeapons", "16");
setDvar("ui_hud_showdeathicons", "0");
setDvar("scr_showperksonspawn", "1");
setDvar("pam_hud_show_nade_indicator", "1");
setDvar("pam_hud_allow_obj_icons", "1");
setDvar("pam_hud_allow_players_left", "1");


// Perks
setDvar("scr_game_perks", "1");

setDvar("perk_allow_specialty_armorvest", "1"); //Jugernaught - decreases damage, NOT increases health
setDvar("perk_armorVest", "75"); // 75 = 75% of damage actually taken (25% of damage voided)

setDvar("perk_allow_specialty_bulletdamage", "1");
setDvar("perk_bulletDamage", "40");

setDvar("perk_allow_specialty_explosivedamage", "1");
setDvar("perk_explosiveDamage", "25");

setDvar("perk_allow_c4_mp", "1");
setDvar("perk_allow_claymore_mp", "1");
setDvar("perk_allow_rpg_mp", "1");

setDvar("perk_allow_specialty_bulletaccuracy", "1");
setDvar("perk_allow_specialty_bulletpenetration", "1");
setDvar("perk_allow_specialty_detectexplosive", "1");
setDvar("perk_allow_specialty_fastreload", "1");
setDvar("perk_allow_specialty_gpsjammer", "1");
setDvar("perk_allow_specialty_grenadepulldeath", "1");
setDvar("perk_allow_specialty_holdbreath", "1");
setDvar("perk_allow_specialty_longersprint", "1");
setDvar("perk_allow_specialty_parabolic", "1");
setDvar("perk_allow_specialty_pistoldeath", "1");
setDvar("perk_allow_specialty_quieter", "1");
setDvar("perk_allow_specialty_rof", "1");

setDvar("perk_allow_specialty_extraammo", "1");
setDvar("perk_allow_specialty_fraggrenade", "1");
setDvar("perk_allow_specialty_specialgrenade", "1");


// Harpoints
setDvar("scr_game_hardpoints", "1");

// UAV
setDvar("scr_game_forceuav", "0");
setDvar("scr_hardpoint_allowuav", "1");
setDvar("pam_hp_uav_streak", "3");
setDvar("pam_hp_uav_active_time", 30);
setDvar("pam_hp_allow_uav_announce", "1");

// Artillery/Airstrike
setDvar("scr_hardpoint_allowartillery", "1");
setDvar("pam_hp_airstrike_streak", "5");

// Helicopter
setDvar("scr_hardpoint_allowhelicopter", "1");
setDvar("pam_hp_heli_streak", "7");

// Helicopter Settings
setDvar("scr_heli_armor", "500");
setDvar("scr_heli_armor_bulletdamage", "0.3");
setDvar("scr_heli_attract_range", "4096");
setDvar("scr_heli_attract_strength", "1000");
setDvar("scr_heli_hardpoint_interval", "180");
setDvar("scr_heli_health_degrade", "0");
setDvar("scr_heli_loopmax", "1");
setDvar("scr_heli_maxhealth", "1100");
setDvar("scr_heli_missile_engage_dist", "2000");
setDvar("scr_heli_missile_friendlycare", "256");
setDvar("scr_heli_missile_max", "3");
setDvar("scr_heli_missile_regen_time", "10");
setDvar("scr_heli_missile_rof", "5");
setDvar("scr_heli_missile_target_cone", "0.3");
setDvar("scr_heli_rage_missile", "5");
setDvar("scr_heli_target_recognition", "0.5");
setDvar("scr_heli_target_spawnprotection", "5");
setDvar("scr_heli_targeting_delay", "0.5");
setDvar("scr_heli_turret_engage_dist", "1000");
setDvar("scr_heli_turret_spinup_delay", "0.75");
setDvar("scr_heli_turretClipSize", "40");
setDvar("scr_heli_turretReloadTime", "1.5");
setDvar("scr_heli_visual_range", "3500");


// Classes
// Assault Class Options
setDvar("allies_allow_assault", "1");
setDvar("axis_allow_assault", "1");

setDvar("class_assault_allowdrop", "1");
setDvar("class_assault_camo", "camo_none");
setDvar("class_assault_frags", "1");
setDvar("class_assault_grenade", "concussion_grenade");
setDvar("class_assault_limit", "64");
setDvar("class_assault_movespeed", "0.95");
setDvar("class_assault_perk1", "specialty_null");
setDvar("class_assault_perk2", "specialty_bulletdamage");
setDvar("class_assault_perk3", "specialty_longersprint");
setDvar("class_assault_primary", "m16");
setDvar("class_assault_primary_attachment", "gl");
setDvar("class_assault_secondary", "beretta");
setDvar("class_assault_secondary_attachment", "none");
setDvar("class_assault_special", "1");
// Weapons
setDvar("weap_allow_ak47", "1");
setDvar("weap_allow_g3", "1");
setDvar("weap_allow_g36c", "1");
setDvar("weap_allow_m14", "1");
setDvar("weap_allow_m16", "1");
setDvar("weap_allow_m4", "1");
setDvar("weap_allow_mp44", "1");
// Attachments
setDvar("attach_allow_assault_acog", "1");
setDvar("attach_allow_assault_gl", "1");
setDvar("attach_allow_assault_none", "1");
setDvar("attach_allow_assault_reflex", "1");
setDvar("attach_allow_assault_silencer", "1");

// Demolitions Class Options
setDvar("allies_allow_demolitions", "1");
setDvar("axis_allow_demolitions", "1");

setDvar("class_demolitions_allowdrop", "1");
setDvar("class_demolitions_camo", "camo_none");
setDvar("class_demolitions_frags", "1");
setDvar("class_demolitions_grenade", "smoke_grenade");
setDvar("class_demolitions_limit", "64");
setDvar("class_demolitions_movespeed", "1");
setDvar("class_demolitions_perk1", "rpg_mp");
setDvar("class_demolitions_perk2", "specialty_explosivedamage");
setDvar("class_demolitions_perk3", "specialty_longersprint");
setDvar("class_demolitions_primary", "winchester1200");
setDvar("class_demolitions_primary_attachment", "none");
setDvar("class_demolitions_secondary", "beretta");
setDvar("class_demolitions_secondary_attachment", "none");
setDvar("class_demolitions_special", "1");
// Weapons
setDvar("weap_allow_m1014", "1");
setDvar("weap_allow_winchester1200", "1");
// Attachments
setDvar("attach_allow_shotgun_grip", "1");
setDvar("attach_allow_shotgun_none", "1");
setDvar("attach_allow_shotgun_reflex", "1");

// Heavygunner Class Options
setDvar("allies_allow_heavygunner", "1");
setDvar("axis_allow_heavygunner", "1");

setDvar("class_heavygunner_allowdrop", "1");
setDvar("class_heavygunner_camo", "camo_none");
setDvar("class_heavygunner_frags", "1");
setDvar("class_heavygunner_grenade", "concussion_grenade");
setDvar("class_heavygunner_limit", "64");
setDvar("class_heavygunner_movespeed", "0.875");
setDvar("class_heavygunner_perk1", "specialty_specialgrenade");
setDvar("class_heavygunner_perk2", "specialty_armorvest");
setDvar("class_heavygunner_perk3", "specialty_bulletpenetration");
setDvar("class_heavygunner_primary", "saw");
setDvar("class_heavygunner_primary_attachment", "none");
setDvar("class_heavygunner_secondary", "usp");
setDvar("class_heavygunner_secondary_attachment", "none");
setDvar("class_heavygunner_special", "1");
// Weapons
setDvar("weap_allow_m60e4", "1");
setDvar("weap_allow_rpd", "1");
setDvar("weap_allow_saw", "1");
// Attachments
setDvar("attach_allow_lmg_acog", "1");
setDvar("attach_allow_lmg_grip", "1");
setDvar("attach_allow_lmg_none", "1");
setDvar("attach_allow_lmg_reflex", "1");


// Sniper Class Options
setDvar("allies_allow_sniper", "1");
setDvar("axis_allow_sniper", "1");

setDvar("class_sniper_allowdrop", "1");
setDvar("class_sniper_camo", "camo_none");
setDvar("class_sniper_frags", "1");
setDvar("class_sniper_grenade", "flash_grenade");
setDvar("class_sniper_limit", "64");
setDvar("class_sniper_movespeed", "1");
setDvar("class_sniper_perk1", "specialty_specialgrenade");
setDvar("class_sniper_perk2", "specialty_bulletdamage");
setDvar("class_sniper_perk3", "specialty_bulletpenetration");
setDvar("class_sniper_primary", "m40a3");
setDvar("class_sniper_primary_attachment", "none");
setDvar("class_sniper_secondary", "beretta");
setDvar("class_sniper_secondary_attachment", "silencer");
setDvar("class_sniper_special", "1");
// Weapons
setDvar("weap_allow_barrett", "1");
setDvar("weap_allow_dragunov", "1");
setDvar("weap_allow_m21", "1");
setDvar("weap_allow_m40a3", "1");
setDvar("weap_allow_remington700", "1");
// Attachments
setDvar("attach_allow_sniper_acog", "1");
setDvar("attach_allow_sniper_none", "1");


// SpecOps Class Options
setDvar("allies_allow_specops", "1");
setDvar("axis_allow_specops", "1");

setDvar("class_specops_allowdrop", "1");
setDvar("class_specops_camo", "camo_none");
setDvar("class_specops_frags", "1");
setDvar("class_specops_grenade", "flash_grenade");
setDvar("class_specops_limit", "64");
setDvar("class_specops_movespeed", "1");
setDvar("class_specops_perk1", "c4_mp");
setDvar("class_specops_perk2", "specialty_explosivedamage");
setDvar("class_specops_perk3", "specialty_bulletaccuracy");
setDvar("class_specops_primary", "mp5");
setDvar("class_specops_primary_attachment", "none");
setDvar("class_specops_secondary", "usp");
setDvar("class_specops_secondary_attachment", "silencer");
setDvar("class_specops_special", "1");
// Weapons
setDvar("weap_allow_ak74u", "1");
setDvar("weap_allow_mp5", "1");
setDvar("weap_allow_p90", "1");
setDvar("weap_allow_skorpion", "1");
setDvar("weap_allow_uzi", "1");
// Attachments
setDvar("attach_allow_smg_acog", "1");
setDvar("attach_allow_smg_none", "1");
setDvar("attach_allow_smg_reflex", "1");
setDvar("attach_allow_smg_silencer", "1");


// Other Weapons
// Pistols
setDvar("weap_allow_beretta", "1");
setDvar("weap_allow_colt45", "1");
setDvar("weap_allow_deserteagle", "1");
setDvar("weap_allow_deserteaglegold", "1");
setDvar("weap_allow_usp", "1");
// Attachments
setDvar("attach_allow_pistol_none", "1");
setDvar("attach_allow_pistol_silencer", "1");

// Nades
setDvar("weap_allow_concussion_grenade", "1");
setDvar("weap_allow_flash_grenade", "1");
setDvar("weap_allow_frag_grenade", "1");
setDvar("weap_allow_smoke_grenade", "1");

// Perk Weapons
setDvar("scr_weapon_allowc4", "1");
setDvar("pam_perk_c4_ammo", "2");

setDvar("scr_weapon_allowclaymores", "1");
setDvar("pam_perk_claymore_ammo", "2");

setDvar("scr_weapon_allowrpgs", "1");
setDvar("pam_perk_rpg_ammo", "2");

setDvar("scr_weapon_allowflash", "1");
setDvar("pam_perk_specialty_nade_extra_ammo", "2");

setDvar("scr_weapon_allowfrags", "1");
setDvar("pam_perk_frag_nade_extra_ammo", "2");

setDvar("scr_weapon_allowmines", "1");

// Smoke
setDvar("scr_weapon_allowsmoke", "1");

// Turrets
setDvar("pam_allow_turrets", "1");

// Nightvision
setDvar("scr_enable_nightvision", "1");
////////////////////////////////////////////

// Weapon Damage Modifications
setDvar("pam_allow_weapon_damage_adjust", "0");
setDvar("pam_knife_nerf", "0");


// Logging
setDvar("logfile", "1");
setDvar("g_log", "games_mp.log");
setDvar("g_logSync", "0");
setDvar("loc_warnings", "0");

// Voting
setDvar("g_allowVote", "0");
setDvar("g_voteAbstainWeight", "0.5");
setDvar("g_oldVoting", "1"); // Unknown what it does, but obviously goes here

// Client Issues
setDvar("sv_maxPing", "0");
setDvar("sv_maxRate", "25000");
setDvar("sv_minPing", "0");
setDvar("sv_reconnectlimit", "3");
setDvar("g_inactivity", "0");

setDvar("g_banIPs", "");
setDvar("sv_kickBanTime", "0");

setDvar("sv_disableClientConsole", "0");

// Anti-Lag efforts
setDvar("g_antilag", "0");
setDvar("g_smoothClients", "1");

// Ragdolls - Have not screwed with or tested these
setDvar("ragdoll_enable", "1");
setDvar("ragdoll_max_simulating", "16");


// Voice Comms
setDvar("sv_voice", "0");
setDvar("sv_voiceQuality", "3");
setDvar("voice_deadChat", "0");
setDvar("voice_global", "0");
setDvar("voice_localEcho", "0");


// Other
setDvar("sv_fps", "20"); // Just in case some server was silly enough to change it.
setDvar("sv_allowDownload", "1");
setDvar("scr_teambalance", "0");
setDvar("scr_game_allowkillcam", "0");
setDvar("sv_pure", "1");


// On-Screen PAM Mode Display
game["pam_HUD_league_text"] = "MY Match Mode";



Constructive only please.... and this is a default config (guide)

errlloyd
11-26-2007, 11:43 PM
FF = on, can/will that be set in match notes. FF on cod is really annoying if you used matrydom (yes i am matyrdom noob)

Is there a reason why voice comms are disabled, like they could be helpful in the event of teamspeak misshap ? (<---- Thats a question not a statement)

setDvar("attach_allow_assault_gl", "1");

*Cough Set it to zero 203's are for noobs *cough

Billie
11-27-2007, 12:09 AM
FF will be on for matches and currently the admins thoughts are that martydom and last stand will be turned off.

This is however all up for review depending on the community views

RegularHero
11-27-2007, 11:03 AM
The config above is "not" what we intend to use its a default set so that you can see the commands available.

Billie
11-27-2007, 11:24 AM
The above list of possible settings is quite daunting so to make it clearer for everyone I have simplified the list. The current setup for perks that the admins are considering are:

armorvest - on
specialty_bulletdamage - on
bulletDamage - on
explosivedamage - off
c4 - on/off/limited - please give your opinion
claymore - on/off/limited - please give your opinion
rpg - off
bulletaccuracy - off
bulletpenetration - on
detectexplosive - dependant on whether c4/claymores are allowed
extraammo - on
fastreload - on
specialty_fraggrenade - off
gpsjammer - dependant on whether uav is allowed
grenadepulldeath - off
holdbreath - on
longersprint - on
parabolic - off
pistoldeath - on
quieter - off
rof - off
specialgrenade - off

Airstrikes - off
Helicopter - off
UAV - to be decided

All weapons are to be allowed with the sniper being limited to 1 per team

Please give your opinion on the above list and any changes you think we should make.

klok
11-27-2007, 12:37 PM
Why not check out the eurordom config - www.eurodom.co.uk - as this is a compromise between perks OFF and Perks on - its been played around with a fair bit and had lots of feedback from the community - bot hfor and against perks.

It also highlights a major problem with Juggernaut as IW have their formulas wrong so if you get the % incorrect you may actually make the juggernaut that powerful he can take multiple clips before dieing which really unbalances the game

In addition PAM is out in beta format for testing - it includes nade launchers and c4 and claymores but limits them

My personal feeling is to keep in as many perks as possible (except marytdom) to keep with the feel of the game and make the amendments to things like player health, recovery time, sprint time etc and limit the overpowerful elements such as RPgs, Nade launchers, and certainly no Heli or Airstrikes but keep the UAV

However I think that UAV should be lost when /if you die rather than carried over to the next round as it can really make /break a game when its last man standing

My thoughts anyway and I really would advise reviewing the edom cfgs

Studek
11-27-2007, 01:38 PM
Thanks Klok I will have a nose at that.

In regards to PAM it is pre beta, currently alpha stage. (testing it tonight - fingers crossed)

In regards to Juggenraut, I believe the % issue already been addressed, and limited within PAM.

Eggman
11-27-2007, 02:44 PM
I'm not sure what config we played with last night, I think it was PAM, (Billie will know!)

That seemed to work ok, however the 10 seconds wait before each round was a bit long in my opinion, 5 seconds should be enough.

errlloyd
11-27-2007, 06:00 PM
FF on will render matrydom useless anyway tbh. So Off would be a good idea. Anyone who gets a kill with last stand deserves it tbh, so I think that should be on.

C4 on search on destroy could be abused, for example 5v5 means each team could have 10 c4's and easily cover all the objects / key routes.

I think these rules need to be scrutinized, this is always going to be a controversial topic and its too complex to put to poll. In the end I suppose its admins decision, and its such a good game I will go with it.

popcorn
11-27-2007, 09:08 PM
all looks good my opinion on the uav is off
i also like the perks that are given in the cb match mode nothing too drastic but enough to play a good match with.

can claymores be for sniper use only??
no c4

klok
11-28-2007, 10:45 AM
all looks good my opinion on the uav is off
i also like the perks that are given in the cb match mode nothing too drastic but enough to play a good match with.

can claymores be for sniper use only??
no c4


c4 will be limited under PAM i believe as will nades etc so you will only have 1 c4 and 1 claymore even if the perk says 2 or 3 which is to stop everyone simply carpet bombing the bomb sites etc

Also Martyrdom is off whilst Last Stand is on

Snipers are limited to one per side but i believe they are building in various ladder rules so if clandle ask for something to be amended / removed etc it can be done fairly easily

My real argument - which I've put over at edom - is that things should be included first and then removed if it unbalances gameplay rather than simply excluded to start with as its easier to remove than to add back in

errlloyd
11-28-2007, 03:38 PM
How about that "overkill" perk that allows you to use 2 primary weapons. Would that not allow you to take a sniper even if you are a lmg'er or whatever. Is that perk allowed. (tbh nothing beats taking a sniper and p90 and hiding in a bush with the gillie suit.)

popeye
11-28-2007, 04:46 PM
in cod 2 u could get 2 weapons so why not on cod 4 aswell ?
iam only want the airstrikes and choppers out off the way for s&d then

fqclan >> SupermaN
11-30-2007, 05:12 AM
loool..i think edom config sux..and UAV = OFF... UAV is no fun..billie and all others.. make own config.. dont take like others..

klok
11-30-2007, 09:20 AM
Everyone has their own opinion superman- I just feel that the edom one is the most flexible at the moment as leagues have gone too far removing all the fun imo

I played using PAM the other night and it felt like a great game set up - the only problem is the P90 - its tooo powerful when used with doubletap and we ended up facing 5 P90 players and 1 sniper - so dont just worry aboutthe cfg check out the gun strengths too as these can very much unbalance a game

[CyG] Jack Daniel
11-30-2007, 07:31 PM
I have a stupid question *g*

I do not have the knowledge to read and analyse such a config.

Can anybody tell me, if you make a Hardcore league config or standard mode?

We'd prefer Hardcore :)

Studek
11-30-2007, 10:00 PM
Hardcore is set to 'off'

setDvar("scr_hardcore", "0");

Wizards_Sleeve
11-30-2007, 10:39 PM
What Game types are the league matches gonna be? Is there going to be a seperate league for each seperate gametype? Is there going to be a Hardcore mode League?

Cheers me dears!

Studek
11-30-2007, 10:52 PM
What Game types are the league matches gonna be? Is there going to be a seperate league for each seperate gametype? Is there going to be a Hardcore mode League?

Cheers me dears!

Initially SD, once that is set up and running I see no reason for not having other gametypes.

If demand is there I can see no reason to why not.

Wizards_Sleeve
11-30-2007, 11:49 PM
Just that as a clan we only really play with Hardcore settings, and anything other than S+D!!!

Billie
11-30-2007, 11:51 PM
As Studek says the initial cfg we are working on is for normal S&D.

We are willing however to offer all gametypes that there is a demand for.

[CyG] Jack Daniel
12-01-2007, 02:18 PM
In Germany there is a big Hardcore Community. I think if you offer a Hardcore Division, there would be joins.

But it is a little bit over the top to offer divisions for all gametypes *g*

TheProfessional
12-01-2007, 02:48 PM
Hardcore is pretty much your realism tbh, so there'd definitely be more interest if there was a hardcore ladder/league set up :)

England4eva
12-03-2007, 08:59 AM
Hi,

My vote for a hardcore league, like The professional said its closer to realism. I think if ex-mohaa players etc gave the hardcore mode a chance then they`d prefer it more as its what they are used to.

Also..

Martydom off, last stand on as errlloyd said because last stand is slightly more skillful than just a random nade drop.

wes
12-03-2007, 05:15 PM
well i was used to playing normal mode tbh, and then 1 day the uic server was hardcore wasnt to happy about it :p

but now, i fooking hate normal servers, hardcore all the way :adore

Billie
12-04-2007, 01:06 AM
We shall initially be offering divisions for both normal and hardcore in S&D mode :adore

Wizards_Sleeve
12-05-2007, 11:19 PM
Sweet!! now can we keep pestering for a Hardcore HQ league?!!

Chamo
12-06-2007, 01:31 AM
Yes ! As all UIC gays i vote for hardcore mode :)

and i think 5 sec in begining of round is a bit short for me :p

wes
12-06-2007, 12:11 PM
Yes ! As all UIC gays i vote for hardcore mode :)


ahem WTF ?

Chamo
12-11-2007, 07:04 PM
lol wes ^^ ThC = Chamo :)


ps: I love UIC :)