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Multiplayer Gametypes

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[edit] Introduction

Multiplayer in Call of Duty 2 features "matches" these matches are split into rounds and feature a gametype of which has conditions, which once are met, can end the round. Once all rounds have been played the match is over. Gametypes are used to create boundaries or rules for players to abide by in order to play the Multiplayer mode in Call of Duty. Each gametype has a set of rules and often a mission objective to accomplish in order for a player or their team to win. Call of Duty 2 supports fully the use of the five stock gametypes:

Gametype Name Common Abbreviation

  • Team Deathmatch TDM
  • Deathmatch DM
  • Headquarters HQ
  • Capture the Flag CTF
  • Search And Destroy SD

[edit] The gametypes and what they they do

(note: when two teams are mentioned the teams are always allies and Axis)

Team Deathmatch is a gametype that allows two teams to fight against eachother until the given round time expires or a pre decided score limit has been reached. A score can be achieved by killing a player on the opposite team, score can also be removed if a player accidentally kills themselves or a player on their own team. The gametype offers the ability for players to respawn once killed.

Deathmatch is similar to Team Deathmatch other than the teams are removed, and although the player can still choose between Axis and Allied they have to kill everyone else they see. Points are awarded for kills and only deducted for 'suicides'. The match ends when the score limit is reached or if the round time ends. Players respawn constantly.

Search and Destroy has two teams Axis and Allies, one team will be attacking, one will defend. The attacking team can win by destorying either one of two targets. The attackers destroy the targets by planting explosivis (which have a 60 second delay), if the defenders defuse the bomb before it can explode then they will win. If either of the teams and entirely killed the surviving team wins.

(Further information in the directory)

Activision\Call of Duty 2\main\MAPS\mp\gametypes

[edit] Incorporating the gametypes into Multiplayer Maps

All multiplayer maps should have atleast the basic script file mp_yourmpname.gsc in the folder:


Activision\Call of Duty 2\main\maps\mp


main()
{
maps\_load::main();
}

Gametypes are setup by the map maker in the editor. Every multiplayer map needs atleast one "global_intermission" and one "mp_dm_spawn".All spawns and the intermission (spectator spawn) are located under the "MP" tab when right clicking the 2D grid (plan view) in Radiant.

To create anything within a Multiplayer map which might be good for one gametype but not another, for example a wall or crate. Then that object should be made into a script_brushmodel and the key "script_gameobjectname" with a value containing the gametype, example: "sd".

[edit] Testing

For testing purposes and without packing the map and gamefiles into an .iwd the mp_map can be played with the servers "Pure" setting switched to "No" and then loading the map from the list. For the map to appear in the list an Arena file should be placed in the following directory:

      root/main/mp

[edit] Gameypes

[edit] Teamdeathmatch

TDM uses "mp_tdm_spawn", these are placed around the map and allows players to spawn at each location. Currently there is no method for assigning teams to spawn locations. The game will try to spawn players near their teammates, or away from the enemy team. For this reason TDM spawns should be placed in groups around the map, and these groups should be a good distance apart to avoid "spawn killing".

[edit] Deathmatch

DM uses only the mp_dm_spawn, these should be plentiful and spread throughout a map.

[edit] Headquarters

HQ relies on the TDM spawns. The radio positions are made through origins. You can place a script_origin where you want a radio, then in the entity editor copy the origins value, and use it in a script like this:


               if(getcvar("g_gametype") == "hq")
       {
               level.radio = [];
               level.radio[0] = spawn("script_model", (111, 111, 0));
               level.radio[0].angles = (0, 270, 0);
               level.radio[1] = spawn("script_model", (1708.6, 2191.4, 0));
               level.radio[1].angles = (0, 233, 0);
               level.radio[2] = spawn("script_model", (836.2, 3585, 0));
               level.radio[2].angles = (0, 13.5, 0);
               level.radio[3] = spawn("script_model", (-831.6, 2098.8, 0));
               level.radio[3].angles = (0, 208, 0);
               level.radio[4] = spawn("script_model", (87.4083, 605.54, 0));
               level.radio[4].angles = (0, 270, 0);
               level.radio[5] = spawn("script_model", (375.673, -951.321, 0));
               level.radio[5].angles = (0, 0, 0);
               level.radio[6] = spawn("script_model", (11, 600.315, 0));
               level.radio[6].angles = (0, 0, 0);
               level.radio[7] = spawn("script_model", (-23, 22.3, 0));
               level.radio[7].angles = (0, 0, 0);
        }
    }


The co-ordinates or origin are (X, Y, Z), angles can also be copied but are not needed, leaving them as (0, 0, 0) will face the radios in the defualt direction.

[edit] Search and Destory

For SD the map maker need to have two location which are evenly balanced inwhich the objectives will be placed. There are prefabs of pre-made bomb sites in the cod2/map_source/prefabs folder. Two bomb sites must be used, bombsite A and bomb site B.

prefabs/mp/sd_bombzone_a_objectivetoblowup.map

prefabs/mp/sd_bombzone_b_objectivetoblowup.map

In the examples above "_A_" is for bombsite "A" and "_B_" is for bombsite "B" they will be marked as such on the compass in-game. The bombs are not predefined you can create your own. For the bomb settings to be loaded you must include the bombtrigger prefab:

prefabs/mp/sd_bombzone_bombtrigger.map

The bombtrigger must be kept away from gameplay, meaning NO players should be able to reach it.

The players spawn locations are "sd_spawn_attacker" and "sd_spawn_defender". Defending spawn locations should be placed near the bomb locations and the attackers a good distance away.

You can then define which team attacks and which defends in your .gsc

(cod2/main/maps/mp/mp_yourmapname.gsc)


 main()
{
maps\mp\_load::main();

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}

(note: the allies can also be changed to defenders, making the axis attack)

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