Medal of Honor: Allied Assault

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Searingwolfe

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Searingwolfe

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About this mod

Bigger better grenades. Rocket jump with blue and purple rocket launchers. Triggers: grenade ammo, rocket ammo, toxic snowball ammo (silenced pistol), Giant Bomb & Light Bomb (hold USE key + left-click to shoot), joint, LED Dot trap, Radiobomb-Walkies & airstrikes & medics (obj maps & training), living dog, +200 hp. MORE INFO in the

Permissions and credits
<><><> How To Install / Uninstall <><><>
Delete any and all older UBER MODS .pk3 files.
If packed in a .zip, unpack the .pk3 files. Copy the .pk3 files and paste them in the "Medal of Honor/main" folder (same folder as Pak0.pk3, Pak1.pk3, Pak2.pk3).
Uninstall by deleting the .pk3 mod files from the "main" folder.
This mod only works for MOHAA Reborn 1.12 (mainly Allied Assault), and must run in a dedicated server.
<><><> <><><>
<><><> Essential CVARS for UBER MODS Servers <><><>
This new CVAR allows for switching between the current 3 uber game modes (besides FFA or TDM) before loading a new map.
Place one of these lines into your server.cfg file, or add one of these lines to an .scr map script (before level waittill prespawn):
seta g_ubergametype ""// none or "0", default to g_gametype 1 or g_gametype 2.
seta g_ubergametype "bb"// UBER BASEBUILDER game mode
seta g_ubergametype "cyb"// CYBER ATTACK game mode
seta g_ubergametype "snd"// SEARCH & DESTROY game mode
seta g_ubergametype "ft"// FREEZE TAG game mode
To switch to any of the "obj/" maps from an FFA or TDM game mode map (such as "dm/"), type the following into the console:
g_gametype 4; map obj/obj_team1
g_gametype 4; map obj/obj_team2
g_gametype 4; map obj/obj_team3
g_gametype 4; map obj/obj_team4
<><><> <><><>
<><><> Essential UBER BASEBUILDER Info <><><>
exec alienx/basebuild.scr::main 800 1000 250 1 1 0 0 0 // buildtime, objectlimit, buildspeed, buildtakeweaps, buildfalldamage, countdownhide, hudhide, consoleprint
// basebuild.scr::main (parameters) --->
// build start time in seconds (ex: 800),
// object limit (ex: 1000),
// player speed while building (ex: >= 280, 250 is default).
// take weapons while building (0 for no),
// fall damage while building (1 for yes),
// hide 70-sec countdown hud (1 for yes),
// hide bottom hud text (1 for yes),
// print object-placed origin, angles, model (1 for yes).
// BASEBUILDER CONSOLE COMMANDS:
//alx_basebuild 0 (turn off basebuilding immediately, respawns everyone)
//alx_timeboost 120 (increase build time limit by 120 seconds, or any # of seconds)
//alx_timedown 120 (decrease build time limit by 120 seconds, or any # of seconds)
//alx_objectlimitboost 200 (increase basebuild object limit by 200, or any # of objects)
//alx_objectlimitdown 200 (decrease basebuild object limit by 200, or any # of objects)
While holding object & holding USE key, lean left/right to change object angles. Hold lean left/right for 2 seconds to slowly trim object's angles.
Basebuilder script automatically lowers "objectlimit" count to avoid going beyond 1024 maxentities.
Mini-flak88 objects act as flamethrowers, killing players within 5 hits. 
<><><> <><><>
<><><> UBER CVARS Scripts Info <><><>
//         maxentities = 869 in code, but players may crash joining Reborn servers (singleplayer maps) if current entities = 725+, or 140+ remaining entities.
exec cvars/playercount.scr// "players" cvar.  "players 1" = print to console the # of players in-game (type these into the server's console window).
//       "players 2" = print to console the # of players in-game & their usernames.
//       "players 3" = see which players in $player array are NULL.
exec cvars/entitycount.scr // "entities" cvar."entities 1" = wait 4 seconds to print # of entities & remaining entities until maxentities (1024) is reached.
//       "entities 2" = print all entities & their targetnames (or NULL) from 1 to maxentities.
//       "entities 3" = print all entities & their targetnames, but print slower.
//"entities 4" = print only non-NULL entities ($player entities do not print for "entities" 4, 5, 6, 7).
//"entities 5" = print only non-NULL entities that have targetnames.
//"entities 6" = print only non-NULL entities that do not have targetnames (targetnames = "").
//"entities 7" = print only non-NULL entities, and print their classnames.
exec cvars/track.scr// "track" cvar.    "track 1" = iprint each players' coords & angle to their own screens. 
//"track 2" = iprint and print to console each players' coords & angles once every 3 seconds.
//"track 0" = turn off tracking.
exec cvars/check.scr// "check_[trigger]" cvar. "check_giantbomb 1" "check_giantbomb 2" "check_lightbomb 1" "check_lightbomb 2" (giantbomb, lightbomb, health, grenade, rocket, snowball)
// "1" = teleports all spectators to each of the ("giantbomb", "health", "rocket", etc) trigger's randomized origins every 3 seconds.
// "2" = spawn in a dummy model at each of the trigger's origins (only works once).
// "0" = stop teleporting, delete the dummy models.
// "check 0" = make all "check_[trigger]" cvars "0".
//
exec cvars/find.scr// "find [targetname without $]" cvar. "find truckclip", "find endtrigger", "find aispawn", or multiple ents with the same targetname: "find barrel[1]", "find barrel[2]",
// to teleport all players on the map to the entity's coords (also printing: coords, angles, entnum, and target).
exec cvars/findent.scr// "findent [entnum]" cvar. "findent 65", "findent 450", or any entnum >= "sv_maxclients" cvar to teleport all players on the map to the entity's coords (also printing: coords, angles,
// classname, model, targetname, target, health).
//
exec cvars/findclass.scr// "findclass [classname, case-specific]" cvar. "findclass ScriptModel", "findclass CrateObject", "findclass TurretGun", "findclass Trigger", or any other classname to print all entnums and
// their targetnames in the map with that classname.
//
exec cvars/findmodel.scr// "findmodel [models/...tik]" cvar. "findmodel models/static/indycrate.tik", "findmodel static/indycrate.tik", or any other model to print all entnums and
// their targetnames in the map with that model name.
//
exec cvars/drawpath.scr// "drawpath [1st ent's targetname without $ in a path]" cvar. "drawpath bomberpath", "drawpath spotpath1_1", "drawpath latertruckpath", or multiple paths with the same targetname: "drawpath
// exploderchunk[1]", "drawpath exploderchunk[12]", to spawn nodes & lasers and draw them to each .target, until there's no more .targets or until the .target reaches an already-drawn node.
//
exec cvars/cybsnd.scr// "cybsnd_score 1" cvar, to print the current Cyber Attack, Search & Destroy, or Freeze Tag score (rounds Allies won, Axis won).
// "cybsnd_info 1" cvar, to print round start time, rounds to win, change sides (0 or 1 for switching bombsites), melt time, melt respawn (0 or 1 for spawning at frozen body or regular
// spawn), spectators auto-join teams (once round begins), bomb camera (1 or 0, when bomb explodes), bomb camera distance.
// "cybsnd_debug 1" cvar, to print once per second the Allies/Axis team count (living players) and Allies/Axis team total.
//
exec cvars/ubergametype.scr// "g_ubergametype" cvar. "g_ubergametype bb" = Base-Builder gametype.
//"g_ubergametype cyb" = Cyber Attack gametype.
//"g_ubergametype snd" = Search & Destroy gametype.
//"g_ubergametype 0" or "" = none, regular TDM or FFA (based on g_gametype).
// "g_ubermods" cvar."g_ubermods 2" = default, all UBER mods enabled.
//"g_ubermods 1" = No crates or teles, fewer triggers for multiplayer maps. Crates & teles, but no extra mods for singleplayer maps.
//"g_ubermods 0" = all UBER mods disabled.
// "g_throwingknives" cvar."g_throwingknives 1" = all players spawn with 1 throwing knife (hold USE + FIRE to throw), and 4 extra knives spawn around the map.
//"g_throwingknives 0" = no throwing knives.
//
exec cvars/adminstuff.scr// "hacker_kill" cvar."hacker_kill 27" = continuously kill $player[27].
//"hacker_kill Searingwolfe" = continuously kill the player with the name "Searingwolfe".
//"hacker_unbindall [27 or Searingwolfe]" = continuously unbind all their keys.
//"hacker_disconnect [27 or Searingwolfe]" = continuously disconnect [kick] them from the server.
//"hacker_quit [27 or Searingwolfe]" = continuously quit their game.
//
// "votekick" cvar."votekick [27 or Searingwolfe]" = all players vote to kick: Hold USE Key + Lean Left = VOTE NO (default), Hold USE Key + Lean Right = VOTE YES.
//
// "noclip2" cvar."noclip2 [27 or Searingwolfe]" = noclip around the map; still works if "cheats" = "0"; $player[1] client num = 1.
//
// "coord2" cvar.print all players' coords & angles to a "main/cvars/coords.txt" file (must create this file for CVAR to work).
//"coord2 entity" or "coord2 1" = print "( 0 0 0 ) ( 0 0 0 )" coords/angles format on a new line.
//"coord2 trigger" = print "( 0 0 0 ) " coords format on the same line.
//"coord2 spawn" = print ""0 0 0" "angle" "0"" coords format on a new line.
//
// for "players same name" fix: add admin's IPs at top of "adminstuff.scr", to give admins name-changing priority.
<><><> <><><>
<><><> Essential CYBER ATTACK / SEARCH & DESTROY / FREEZE TAG Info <><><>
The popular Cyber Attack and Search & Destroy game modes from Call of Duty: Modern Warfare 2 (2022) have been ported into MOHAA for 2023.
The gameplay, rules, and conditions to win/lose in this mod are almost identical to the originals.
Both game modes use "g_gametype 2" or team deathmatch, but killed players go to team-only spectator instead of respawning.
In Cyber Attack, dead players are frozen like in Freeze Tag and other teammates can revive them (there are no long-range melt lasers in Cyber Attack).
In Search & Destroy, dead players cannot be revived. Bombsites and an explosive are also on the map, allowing a team to blow up the other team's bombsite to win the round.
Teams in both game modes have a specified amount of rounds to win (5 by default) before the map ends or until the map time limit runs out. Specific rules below.
- When the map loads, the first round begins after a few seconds (8 by default). Until the round begins, the bomb cannot be picked up, and all players can respawn after dying.
Once started, the bomb and bombsites become triggerable. Any players that die will go to team-only spectating mode (not actually in spectator), and a frozen body will appear where players died if playing Cyber Attack.
These frozen players can only be melted by their teammates, similar to Freeze Tag.
When revived, the melted player is respawned and teleported back to where they were frozen, only after all other players have moved far enough away from your frozen body (prevents players getting stuck inside each other). 
- While in team-spectating mode and waiting to get melted in Cyber Attack, or waiting for the next round in Search & Destroy, the spectating player can cycle between any living teammates or frozen dead bodies, with FIRE key (cycle forward) or USE key (cycle backward).
If the enemy team wins while your teammates are spectating, all team-spectators will begin spectating the enemy team until the next round begins (usually 3 seconds total).
If somehow all players are dead (round was a draw), then team-spectators will all teleport to and be trapped within their frozen body's beams until the next round begins.
- If a team wins but there are no players on the other team, scorepoints will not be added. A bomb (thread) and at least two bombsites (waitthreads) are added in the main map script.
If a bomb-carrying player dies, the bomb drops to the ground. If a bomb-carrying player leaves or changes teams or goes to spectator, the bomb respawns back to the origin it was last picked up at.
- Cyber Attack: This game mode is best played on DM maps, since bombsites switch team defenders every 3 rounds. Each team has a bombsite to defend at all times, ideally placed near opposite corners of the map in DM maps or near team spawnpoints in OBJ maps.
The Allies bombsite is blue-lit and the Axis bombsite is red-lit. The radiobomb is ideally spawned near the middle of the map. Both teams must find the purple-lit bomb and plant it on the opposite team's bombsite. The bomb takes 1.5 seconds to plant/defuse.
If defused by the enemy team, the defusing player receives the radiobomb, ready to be planted on the enemy team's bombsite. To win, players must kill all enemies or plant and destroy the enemy's bombsite.
Every 3 rounds, the bombsites "change sides": all Allies bombsites become Axis, and all Axis bombsites become Allies.
- Search & Destroy: This game mode is best played on OBJ maps, so the bomb can always spawn near the planting team's spawnpoints.
Depending on "level.changesides" (0 or default = Allies plant first, 1 = Axis plant first), one team has two bombsites to find and defend, while the other planting team must find and destroy a bombsite.
These bombsites are ideally placed near the center of the map where both teams clash in gun battles the most, but kept far enough away from each other so the defending team cannot defend both bombsites with one player simultaneously.
The bomb is ideally spawned near the planting team's spawnpoints, whose origin changes when the planting team changes. The bomb cannot be picked up by players on the defending team. The bomb takes 4.5 seconds to plant/defuse.
If defused by the enemy team, the defusing team wins immediately. To win, players must kill all enemies, plant and destroy the enemy's bombsite, or defuse the enemy's bomb.
Every 3 rounds, the bombsites "change sides": the planting team becomes defenders, the defending team becomes planters, and all bombsites change teams accordingly. 
- Freeze Tag: This game mode is an almost identical replica of Mefy's Freeze Tag. Unlike Cyber Attack where melted players respawn back to their dead bodies, Freeze Tag simply respawns the melted players.
There are no bombs or bombsites in Freeze Tag, so any "bombsite" or "bomb" threads are ignored by the script (still requires running the main script, or running "......scr::main" to run this game mode).
After the round begins, the 1st team to kill all enemy players wins the round.
- bombsite: Make sure these are waitthreads, so the bombsite's targetname can increment after a previous bombsite has finished spawning. Parameters: origin, angle, team.
The "team" parameter only applies to Cyber Attack, since "level.changesides" will determine the team for both bombsites in Search & Destroy.
Both teams in Cyber Attack can have more than 1 bombsite if desired, but make sure they have at least 1 bombsite. Search & Destroy can also have 1, 2, or more bombsites since team parameter is ignored.
Run "exec global/cyberattack_searchdestroy.scr" after level waittill spawn and after all cyberattack_searchdestroy.scr threads run. Example below:
- waitthread global/cyberattack_searchdestroy.scr::bombsite ( -1210 485 168 ) -90 axis // team parameters can be removed for search & destroy.
- waitthread global/cyberattack_searchdestroy.scr::bombsite ( 1297 2461 672 ) 90 allies
- bomb: Parameters: Allies origin, Allies origin, Axis origin, Axis angle, central origin, central angle. Both Allies and Axis origins/angles are for Search & Destroy only.
The central origin/angle is for Cyber Attack only. The bomb color is always blue when Allies are planting, and red when Axis are planting in Search & Destroy. Only spawn in one bomb per map.
If only using Cyber Attack, for example, then don't forget the other parameters (just keep them 0). Examples below:
- thread global/cyberattack_searchdestroy.scr::bomb ( -153 1445 96 ) 180 ( -153 1445 96 ) 180 ( -153 1445 96 ) -90 // cyb & snd
- thread global/cyberattack_searchdestroy.scr::bomb ( 0 0 0 ) 0 ( 0 0 0 ) 0 ( -153 1445 96 ) -90 // cyber attack only
- thread global/cyberattack_searchdestroy.scr::bomb ( -153 1445 96 ) 180 ( -153 1445 96 ) 180 ( 0 0 0 ) 0 // search & destroy only only
- level.round_starttime: 8 seconds default. This variable determimes the time in seconds until the round begins, disabling respawning and forcing dead players to spectate their teammates until the next round begins.
Waiting a few seconds for a new round to begin serves as a temporary spawn protection. 
- level.rounds_towin: 5 rounds to win default. This determines how many rounds a team must obtain before winning and ending the map, allowing a winning game to be as close as 5 to 4 points by default.
- level.changesides: 0, Allies plant first default. This can only be 0 or 1, where 1 = Axis plant first (for Search & Destroy).
If playing Cyber Attack, setting level.changesides = 1 will flip the bombsite's defending teams to the opposite teams initially.
Every 3 total rounds, level.changesides toggles from 1 to 0 or from 0 to 1. 
- level.keepsamesides: 0, no nothing default. If set to 1, level.changesides will never increment, mainly for OBJ & singleplayer maps (bomb & bombsites will not change teams every 3 rounds).
- level.spectators_jointeams: 0, do nothing default. If set to 1, all actual spectators will be forced to auto-join teams and be given a machine gun, pistol, and grenades when the round begins.
If those players are still AFK, they'll eventually get killed and placed into team-spectating mode until the next round begins.
- level.bombcamera: 0, do nothing default. If set to 1, when a bombsite is about to explode, all players' cameras are moved to the bombsite to view the explosion, before returning all cameras back to their respective players' heads after a few seconds.
While viewing the explosion, players cannot see or kill each other.
- level.cameradistance: 200 default. This determines the distance between a bombsite and all players' cameras when the bombsite blows up.
Some bombsites are indoors. If the camera is inside the wall or the bombsite is invisible during explosion, this variable should be lowered.
- level.melttime: 3 seconds default. This determines the time in seconds for a player to melt/revive a teammate.
Note: there's always roughly a half-second extra time required for all players to move away from the melted/revived teammate, before he respawns.
- level.meltrespawn: 0, respawn melted/revived players back to their frozen bodies default. If set to 1, then all players that get melted/revived will not tele back to their dead bodies (regular respawn instead).
This = 1 by default for Freeze Tag only, unless specified as level.meltrespawn = 0.
- level.meltlaser: 0, laser beam is invisible default (Freeze Tag only). If set to 1, all players' melting laser beams (when holding USE key) are visible.
<><><> <><><>
<><><> Singleplayer Maps Mods <><><>
- M1L1 fully modded. Crates, teles, tables added to walk inside of most buildings, on their rooftops, or on stairs between rooftops, including on top of the Axis-side tower and the Allies-side light house (tele to it behind the Axis spawn).
- 2 drivable tanks (one arrives with vehicle convoy), one drivable opeltruck & jeep & bmwbike, one Radiobomb Walkie, and 2 throwing knives on the map initially.
- 3 sets of bangalore wallbombs that can blown up from alarm-switches: behind the Axis-side crate room, inside the Axis-side crate room, and inside the Allies-side tan building.
- Various doors and metal gates can be opened/closed, including the 2 shutters in the 2nd story mg42 building.
- The Axis-side ceiling before the 2nd story mg42 building can be blown up with a Giant Bomb or a Radiobomb Walkie.
- Simplified Allies/Axis airstrikes added (every 2 mins, 30 secs), since entity count is already approaching 700+ after adding the 3 splinepaths needed for the vehicle convoy.
- M1L1 Vehicle Convoy arrives after 90 seconds: opeltruckgreen_canopy, opeltruck, and panzer_tank_europe following the street path from the Allies side. Opeltruckgreen_canopy has another Radiobomb Walkie and 2 extra throwing knives.
The green opeltruck cannot be destroyed or driven (hold USE near driver door for 3 secs to turn on truck, then hold USE for 1 sec to honk horn).
- Regular opeltruck explodes before parking near the tan building. The panzer_tank_europe's turret looks at the explosion while turning to the left, before rotating the turret back forward, parking, and becoming a 2nd drivable tank.
For m1l1, m1l2a, m1l2b, and training:
- Invisible solid walls added to prevent players from hiding inside walls and shooting players through them in common camping spots.
- Fell-under-map teles added at all areas where players can get trapped or walk under parts of the map.
- Cyber Attack / Search & Destroy mods added, as well as mini-flak88 flamethrower build-objects added for UBER BASEBUILDER.
- Most teleporters and objects are removed for UBER BASEBUILDER to minimize maxentities & maximize number of build-objects that can be placed.
---------------
- M1L2A fully modded. Crates, teles, tables added to walk inside of most buildings, on their rooftops, or on stairs between rooftops.
- One drivable king tank, one drivable opeltruck, 2 drivable bmwbikes, one drivable jeep, 2 usable flak88s, 2 Radiobomb Walkies, and 4 throwing knives on the map.
- The Axis main building has 3 auto-spotlights, each scanning on their own path. If a player gets too close to a beam, the spotlight follows the player until he goes out of sight.
Any player that goes near the spotlight itself instantly converts it into a regular spotlight, following the player's viewangles. If that player moves away, the spotlight returns to an auto-spotlight (also turning back on).
- 2 alarm switches for controlling all auto-spotlights' colors on Axis main building roof: turn on rapidly changing rainbow colors, or turn on slower changing rainbow colors.
- 3 sets of bangalore wallbombs with 2-way switches: long zig-zag hallway, outside flak88 building, outside Axis main building.
- 6 individual bangalore wallbombs: SAS building, cots building, outside tan bunker, 2 single-rooms Axis main building, one single-room near flak88s.
- Various doors and large wooden gates can be opened/closed, including large wood doors in Allies spawn (laser door outlines & tables behind them) and SAS building's vault door.
- The 3 chairs in the SAS building ground floor can be blown backwards with any grenade or explosion. 2 cabinet switches and a radio music trigger in the SAS building.
- The explosives room in the basement of the Axis main building can be blown up with a Giant bomb or a Radiobomb Walkie.
- The large wooden doors with horizontal lasers and explosives on the ground (near flak88s) can be blown up with a grenade or any other explosion.
- Complex Allies/Axis airstrikes added (Allies: 3 mins, Axis: 3 mins 10 secs), where each plane has its own splinepath and bombdrop coords.
---------------
- M1L2B fully modded. Crates, teles, tables added to walk inside of most buildings, on their rooftops, or on stairs between rooftops.
- 3 drivable tanks, 2 drivable opeltrucks, one drivable jeep, 2 Radiobomb Walkies, and 4 throwing knives on the map.
- There are 3 auto-spotlights in the Axis spawn, and 1 auto-spotlight in the middle of the map, each scanning on their own path.
- 2 alarm switches for controlling all auto-spotlights' colors behind the middle auto-spotlight: turn on rapidly changing rainbow colors, or turn on slower changing rainbow colors.
- 2 sets of bangalore wallbombs with 2-way switches: Allies 3-door truck garage, Axis office building.
- 2 individual bangalore wallbombs: wooden door in the Allies-side single garage, open door in the Axis-side green opeltruck garage.
- Lasers for indicating the edges of the wide invisible roof above the Axis office building.
- The Axis-side static opeltruck can be turned on: hold USE near the driver door for 3 secs to turn on/off truck, hold USE for 1 sec to honk horn, hold USE for 1-2 secs to turn on/off headlights.
- The red wire in the 3 open-hood opeltrucks (looping an idle-truck sound) can be shot at, breaking the wire and turning off the truck. For open-hood opeltrucks: hold USE for 1 sec near driver door to honk horn.
- Vehicle teleporter on the Allies-side fence allows vehicles and tanks to move through the fence by running through the 3 wide red lasers (green briefly if teleporting succeed, flashes white if shot at).
- One cabinet switches and 3 radio music triggers in the Axis office building.
- The Axis side panzer tank and its turret on the crane can be blown up with a tank, a Giant Bomb, or a Radiobomb Walkie.
- The green grenade ammobox crate near the green-canopy opeltruck can be blown up with a grenade or any other explosion.
- Allies/Axis airstrikes added (Allies: 3 mins, Axis: 3 mins 10 secs); each pair of planes flies on the same splinepath but start on opposite ends (different dropbomb coords).
---------------
- M1L3A fully modded. 3 tanks, 7 drivable vehicles, and 4 flyable plane triggers added to the map. 2 sets of radiobomb-walkies, 4 extra throwing knives also added.
- Laser roads across the back edge of the map allow vehicles via ramps to drive on/off the main part of the map, also connecting to the road at the far end of the map.
- Any vehicle/tank that falls off the laser road, or is somehow pushed outside of the map, will explode.
- NOTE: Tank treads should be roughly horizontal before going onto the laser road, otherwise the tank could fly up into the sky and explode!
- NOTE: Players driving some vehicles with windshields (such as mercedes), cannot see any lasers through the windshield.
- Player spawns added and distributed more widely across the Allies/Axis spawns (none near the big building).
- Invisible walls block prevent any players or projectiles from going under the map or going behind rock cliffs and shooting through them.
- Some teles allow players to stand on rock cliffs or platforms on top of large rocks, to shoot players from high above them.
- Alarm switches in the dead-end halls behind the openable doors each blow up a bangalore outside the door.
- Cyber Attack and Search & Destroy bombs and bombsites added to the map. Base-Builder Allies/Axis labels fixed in the map script.
- New airstrikes script (global/bomberplane.scr) simplifies adding them into maps. Only a splinepath is needed; bomb drop coords are automated and drop closer to splinepath's central line.
- Parameters: path targetname, team (allies, axis, c47), number of planes, off time, bombs off (0 = no, 1 = yes), amount of bombs, time until bombs drop, end (1 = only do 1 airstrike).
- Example: exec global/bomberplane.scr bomberpath allies 2 150 0 16 3.2
- Example: exec global/bomberplane.scr bomberpath allies 2 150 1
- level.bomberplane_health = 200     // these are defaults set inside global/bomberplane.scr
- level.bomberplane_bombspeed = 0.25 // speed multiplier; higher = bombs drop horizontally further away from plane's splinepath (default = 0.5)
- level.bomberplane_bombgravity = 2  // higher = bombs drop faster vertically & closer to plane's splinepath
- Allies/Axis airstrikes can also be alternated within a simple while(1) loop. Example thread is below:
airstrikes_alternate:
while(1)
{
local.r = randomint(2)
if(local.r == 0) { waitexec global/bomberplane.scr bomberpath allies 2 150 0 16 3.2 1 }
if(local.r == 1) { waitexec global/bomberplane.scr bomberpath2 axis 2 150 0 16 3.2 1 }
waitframe
}
end
---------------
- Training fully modded [See READMES old/README 4 (training map mods).txt for mod-specific info].
- g_ubergametype "0" or "": Main Training script mods, where blowing up the tank unlocks doors to the 1st gunrange, doing 4 objectives unlocks the 2nd gunrange, doing 2 more spawns the final key for the final door.
- in the training.scr script, exec maps/training_mapscripts/tank_m3_replace.scr drive, the "drive" can be replaced with "static" for a nondrivable tank, spawning Allies explosives for them to blow up the tank.
- g_ubergametype "bb", "cyb", "snd", "ft": all doors are unlocked, all crate stairs now visible, all player spawns are enabled.
Almost all mods are removed except for the drivable tanks and valve switches for moving tables behind the final gunrange.
- g_ubergametype "bb": teles, crates, and tables added for going behind walls, moving around behind walls.
- g_ubergametype "cyb", "snd", or "ft": no teles for going behind walls or objects behind them, all decoration objects now visible.
Some mods added: airstrike radio triggrs, fire field detonators, field bombs detonator, trench bombs alarm switches, radio music triggers, truck/halftrack sound triggers.
---------------
- All singleplayer maps will eventually be modded: M1 and M2 (v7.95), M3 and M4 (v7.97), M5 and M6 + final version edits (v8.00).
<><><> List of Finished UBER MAPS Scripts (file names in alphabetical order) <><><>
- maps/dm/mohdm1.scr
- maps/dm/mohdm2.scr
- maps/dm/mohdm3.scr
- maps/dm/mohdm4.scr
- maps/dm/mohdm5.scr
- maps/dm/mohdm6.scr
- maps/dm/mohdm7.scr
- maps/obj/obj_team1.scr
- maps/obj/obj_team2.scr
- maps/obj/obj_team3.scr
- maps/obj/obj_team4.scr
- maps/m1l1.scr
- maps/m1l2a.scr
- maps/m1l2b.scr
- maps/m1l3a.scr
- maps/training.scr
- maps/void.scr
<><><> <><><>
<><><> List of UBER CVARS scripts <><><>
- cvars/adminstuff.scr
- cvars/check.scr
- cvars/coords.txt
- cvars/cybsnd.scr
- cvars/drawpath.scr
- cvars/entitycount.scr
- cvars/find.scr
- cvars/findclass.scr
- cvars/findent.scr
- cvars/findmodel.scr
- cvars/playercount.scr
- cvars/track.scr
- cvars/ubergametype.scr
<><><> <><><>
<><><> List of UBER MODS Scripts <><><>
- alienx/basebuilder.scr
- alienx/hud.scr
- global/aliascache_triggersounds.scr
- global/bomberplane.scr
- global/cyberattack_searchdestroy.scr
- global/dog.scr
- global/fastsky.scr
- global/flickerrotate.scr
- global/fworks.scr
- global/get_player_weaponclass.scr
- global/give_players_knives.scr
- global/math.scr
- global/messagetrig_print.scr
- global/player_spotlight.scr
- global/playerflak88.scr
- global/playernebelwerfer.scr
- global/playertank.scr
- global/playervehicle.scr
- global/throwingknife.scr
- global/uberversion.scr
- guidedmissile/spawntrigger.scr
- jetpack/trigger.scr
- map_triggers/bomb.scr
- map_triggers/grenade_ammo.scr
- map_triggers/health.scr
- map_triggers/joint.scr
- map_triggers/led_spotlight.scr
- map_triggers/led_trap.scr
- map_triggers/lightbomb.scr
- map_triggers/player_spotlight.scr
- map_triggers/rocket_ammo.scr
- map_triggers/snowball_ammo.scr
- map_triggers/spotlight_colorswitch.scr
- map_triggers/tele.scr
- map_triggers/undermap.scr
- map_triggers/gen_switches/alarmswitch.scr
- map_triggers/gen_switches/cabinetswitch.scr
- map_triggers/gen_switches/detonatorswitch.scr
- map_triggers/gen_switches/electricalswitch.scr
- map_triggers/gen_switches/enigmaswitch.scr
- map_triggers/gen_switches/lampswitch.scr
- map_triggers/gen_switches/lightswitch.scr
- map_triggers/gen_switches/trainswitch.scr
- map_triggers/gen_switches/valveswitch.scr
- map_triggers/map_switches/training_alarmswitch_gunrange.scr
- map_triggers/map_switches/training_alarmswitch_trench.scr
- map_triggers/map_switches/training_detonator_field.scr
- map_triggers/map_switches/training_detonator_final.scr
- map_triggers/map_switches/training_electricalswitch.scr
- map_triggers/map_switches/training_trainswitch.scr
- map_triggers/map_switches/training_valveswitch.scr
- map_triggers/map_switches/training_valveswitch_final.scr
- map_triggers/unusedtriggers/allweapons.scr
- map_triggers/unusedtriggers/camo.scr
- map_triggers/unusedtriggers/giant.scr
- map_triggers/unusedtriggers/invisible.scr
- map_triggers/unusedtriggers/invulnerable.scr
- map_triggers/unusedtriggers/midget.scr
- map_triggers/unusedtriggers/normal.scr
- map_triggers/unusedtriggers/spy.scr
- maps/gen_mapscripts/bonfire.scr
- maps/gen_mapscripts/doorsgates.scr
- maps/gen_mapscripts/radiobomb_walkietrig.scr
- maps/gen_mapscripts/radios_musictrig.scr
- maps/gen_mapscripts/slidingobject.scr
- maps/gen_mapscripts/truckstuff_trig.scr
- maps/mapspawns/objteam1_dm.scr
- maps/mapspawns/objteam3_dm.scr
- maps/mapspawns/objteam4_dm.scr
- maps/obj_medicstuff/healthtables.scr
- maps/obj_medicstuff/medics.scr
- maps/training_mapscripts/airstrike_radiotrig.scr
- maps/training_mapscripts/airstrikebombs.scr
- maps/training_mapscripts/bangalore_wallbomb.scr
- maps/training_mapscripts/explosiveboxes.scr
- maps/training_mapscripts/finaldoor_keytrig.scr
- maps/training_mapscripts/finalfield_bombs.scr
- maps/training_mapscripts/firefields.scr
- maps/training_mapscripts/obj6b_explosive_tanktrig.scr
- maps/training_mapscripts/tank_m3_replace.scr
- maps/training_mapscripts/tankexplosions.scr
- maps/training_mapscripts/tentwall_lasers.scr
- maps/training_mapscripts/trenchbombs.scr
- maps/training_mapscripts/trucksounds_trig.scr
- maps/training_mapscripts/uboatmapwalls.scr
- maps/UBER_mapscripts/sky_platform.scr
- maps/UBER_mapscripts/tunnelbase_nazi.scr
- maps/UBER_mapscripts/tunnelbase_nazi2.scr
- server_planes/avatar.scr
- server_planes/damage.scr
- server_planes/movement.scr
- server_planes/parachute.scr
- server_planes/parachute_sh.scr
- server_planes/plane_crash.scr
- server_planes/server_fly.scr
- server_planes/sound.scr
- server_planes/trigger.scr
- ui/fix.scr
- settings/Advanced.txt
- settings/flyable-planes.txt
<><><> <><><>
<><><> List of MOHAA Script Fixes <><><>
- anim/attack.scr
- anim/reload.scr
- anim/stand.scr
- anim/standflinch.scr
- anim/standshock.scr
- global/ac/command_post/commands_with_extra.scr
- global/barrel.scr
- global/check_team_swap.scr
- global/localization.txt
- global/dmprecache.scr
- global/nangle_aa_torso.st
- global/nangle_bt_torso.st
- global/nangle_sh_torso.st
- global/obj_dm.scr
- global/settings.scr
- global/strings.scr
- models/animal/german_shepherd.tik
- models/animate/fx_mortar_water.tik
- models/emitters/fancyfire.tik
- models/emitters/fx_oceanspray.tik
- models/emitters/snowdrift.tik
- models/emitters/waterfall.tik
- models/fx/300damage.tik
- models/fx/bazookaexplosion.tik
- models/fx/bazookaexplosion_dm.tik
- models/fx/bh_human_uniform_hard.tik
- models/fx/bh_human_uniform_lite.tik
- models/fx/explosionPANZERIVshell.tik
- models/fx/explosionTIGERshell.tik
- models/fx/fx_explosion.tik
- models/fx/fx_grenade_explosion.tik
- models/fx/grenexp_fireball.tik
- models/fx/m2fgrenadeexplosion.tik
- models/fx/scriptbazookaexplosion.tik
- models/fx/tankshellexplosion.tik
- models/human/new_generic_human.tik
- models/items/item_grenade_ammobox.tik
- models/items/item_heavy_ammobox.tik
- models/items/papers.tik
- models/player/base/include.txt
- models/projectiles/bazookashell.tik
- models/projectiles/bazookashell_dm.tik
- models/projectiles/M2FGrenade_base.txt
- models/projectiles/panzerIVshell.tik
- models/projectiles/steilhandgranate_base.txt
- models/projectiles/tigercannonshell.tik
- models/static/screwdriver.tik
- models/statweapons/flak88turret.tik
- models/statweapons/flak88turret_viewmodel.tik [new model]
- models/statweapons/mg42_gun.tik
- models/statweapons/nebelwerfer.tik
- models/vehicles/bmwbike.tik
- models/vehicles/bmwbike_d.tik
- models/vehicles/european_car_grey.tik
- models/vehicles/european_car_silver.tik
- models/vehicles/european_car_tan.tik
- models/vehicles/european_delivery_truck_green.tik
- models/vehicles/european_delivery_truck_grey.tik
- models/vehicles/european_delivery_truck_red3.tik
- models/vehicles/fockwulffly.tik
- models/vehicles/gmctruck.tik
- models/vehicles/jeep.tik
- models/vehicles/jeep_30cal.tik
- models/vehicles/jeep_bench.tik
- models/vehicles/kingcannon.tik
- models/vehicles/kingtank.tik
- models/vehicles/kingtank_all_d.tik
- models/vehicles/kingtank_d.tik
- models/vehicles/m3.tik
- models/vehicles/mercedes.tik
- models/vehicles/opeltruck.tik
- models/vehicles/opeltruck_d.tik
- models/vehicles/opeltruckgreen.tik
- models/vehicles/opeltruckgreen_canopy.tik
- models/vehicles/opeltruckgreen_d.tik
- models/vehicles/panzer_cannon_europe.tik
- models/vehicles/panzer_tank.tik
- models/vehicles/panzer_tank_europe.tik
- models/vehicles/sdkfz.tik
- models/vehicles/sdkfz_afrika.tik
- models/vehicles/sdkfz_desert_d.tik
- models/vehicles/sdkfz_green_d.tik
- models/vehicles/sdkfz_mg42.tik
- models/vehicles/sdkfz_mg42_viewmodel.tik [new model]
- models/vehicles/shermantank.tik
- models/vehicles/shermantank_damaged.tik
- models/vehicles/tigercannon.tik
- models/vehicles/tigercannondead.tik
- models/vehicles/tigersmgun.tik
- models/vehicles/tigertank.tik
- models/vehicles/tigertankdsrt.tik
- models/vehicles/uboat.tik
- models/weapons/bazooka.tik
- models/weapons/m2frag_grenade_base.txt
- models/weapons/panzerschreck.tik
- models/weapons/silencedpistol.tik
- models/weapons/steilhandgranate_base.txt
- several missing .tga & .jpg textures added for the finished singleplayer maps.
- ubersound/uberdialog.scr
- ubersound/ubersound.scr
<><><> <><><>
<><><> List of UBER MAP EXTRAS scripts <><><>
- maps/UBER_mapextras/dm1_cratesstuff.scr
- maps/UBER_mapextras/dm1_teleporters.scr
- maps/UBER_mapextras/dm2_cratesstuff.scr
- maps/UBER_mapextras/dm2_teleporters.scr
- maps/UBER_mapextras/dm3_cratesstuff.scr
- maps/UBER_mapextras/dm3_teleporters.scr
- maps/UBER_mapextras/dm4_cratesstuff.scr
- maps/UBER_mapextras/dm4_teleporters.scr
- maps/UBER_mapextras/dm5_cratesstuff.scr
- maps/UBER_mapextras/dm5_teleporters.scr
- maps/UBER_mapextras/dm6_cratesstuff.scr
- maps/UBER_mapextras/dm6_teleporters.scr
- maps/UBER_mapextras/dm7_cratesstuff.scr
- maps/UBER_mapextras/dm7_teleporters.scr
- maps/UBER_mapextras/obj1_cratesstuff.scr
- maps/UBER_mapextras/obj1_teleporters.scr
- maps/UBER_mapextras/obj2_cratesstuff.scr
- maps/UBER_mapextras/obj2_teleporters.scr
- maps/UBER_mapextras/obj3_cratesstuff.scr
- maps/UBER_mapextras/obj3_teleporters.scr
- maps/UBER_mapextras/obj4_cratesstuff.scr
- maps/UBER_mapextras/obj4_teleporters.scr
- maps/UBER_mapextras/training_cratesstuff.scr
- maps/UBER_mapextras/training_teleporters.scr
<><><> <><><>
<><><> Updates & Bug Fixes <><><>
v7.90 (11-14-2023): - Reworked the turretplayer_reset threads for drivable tanks/vehicles. Almost all bugs for turret slots fixed (players should not get frozen anymore).
- Players now properly detach from turrets, turrets fully reset and relock, and players respawn if necessary for the following [driver / turret player] cases:
died / died; alive / died; gotout / alive; spectator / alive; newteam / alive; left / alive; alive / gotout; alive / spectator; alive / newteam; alive / left
- Fixed NULL errors for flyable planes dropping bombs after the plane is already destroyed. 
- Fixed numerous console errors printing when a player attempting to fly for the 1st time (1st flight instructions printing) leaves the game before a flyable plane spawns.
- Fixed sdkfz.tik vehicles' VehicleTurretGun slot so it stops bouncing around when driving (removed some "lean" .tik anims).
- Removed the "bombsoff" parameter from the new global/bomberplane.scr airstrikes script; "bombsoff" = 1 if the parameter "bombs" = 0 or NIL.
- Fixed more missing sound aliases in cyberattack_searchdestroy.scr for "the bomb has been placed!" Allies/Axis dialogue, for singleplayer maps only.
---------------
- M1L3B fully modded. 4 tanks, 8 drivable vehicles, and 4 flyable plane triggers added to the map. 2 sets of radiobomb-walkies, 4 extra throwing knives also added.
- 1 Flak88 on the Axis side, and 1 Nebelwerfer on the Allies side. 2 sets of bangalore wallbombs: 1 above the Axis red-light bunker, and two above the Allies two-door building.
- Airstrikes every 2 minutes, 50% chance Allies or Axis strike. For Allies strikes: 50% chance the planes will spawn from left or right side of the airstrip, and 33% chance for c47s flying. 
- All parked planes are destructible. The black 20mm Flak cannon's angles can be moved from 0, 30, 60 degrees by pressing USE near it, or blow it up with 2+ grenades.
- Teles allow players to walk along the entire Axis-side cliff, or on the Allies-side cliff near the back airstrip-side corner.
- Player spawns added and distributed more widely across the Allies/Axis spawns.
- Invisible walls block prevent any players or projectiles from going under the map or going behind rock cliffs and shooting through them.
- Some teles allow players to stand on rock cliffs or platforms on top of large rocks, to shoot players from high above them.
- Alarm switches in the dead-end halls behind the openable doors each blow up a bangalore outside the door.
- Cyber Attack and Search & Destroy bombs and bombsites added to the map. Base-Builder Allies/Axis labels fixed in the map script.
<><><> <><><>