//****************************************************************************** // Call of Duty 2 - eXtreme+ modification //****************************************************************************** // author : PatmanSan // website : http://www.patmansan.com // // mod : eXtreme+ // version : 2.9 // update : October 2013 //****************************************************************************** //****************************************************************************** // Rank System Overview //****************************************************************************** // American // Private, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, and General // British // Private, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, and General // Russian // Soldat, Kapral, Podpraporshchik, Leytenant, Kapitan, Mayor, Polkovnik, and General-Poruchik // German // Grenadier, Unteroffizier, Unterfeldwebel, Leutnant, Hauptmann, Major, Oberst, and General //****************************************************************************** // Rank System //****************************************************************************** // 8 ranks for each nationality! // As you progress through the ranks, you are awarded additional ammo, and // granted extra abilities, like Mortar, Artillery and Airstrikes! // 0 = disabled (default) // 1 = enabled //set ex_ranksystem "0" // Rank announce - turns the promotion/demotion announcement on or off // 0 = disabled // 1 = enabled (default) //set ex_rank_announce "1" // Rank setup // 0 = rank up based on score (including bonus points) (default) // 1 = rank up and down based on kills and deaths (including special points) // 2 = same as 1, but including bonus points //set ex_rank_score "0" // Update loadout on promotion or demotion // 0 = disabled // 1 = enabled (default) //set ex_rank_update_loadout "1" // Add grenades and landmines on rank promotion // If enabled, the new nades and landmines are added to the ones the player // already has. If disabled, it takes away all nades and landmines, and gives // new ones based on the rank, losing the ones he picked up // WARNING: update loadout must be enabled for this to work! // 0 = disabled // 1 = enabled (default) //set ex_rank_promote_nades "1" // Remove grenades and landmines on rank demotion // If enabled, it removes all grenades and landmines above the amount allowed // for the new rank. If disabled, the player can keep what he has // WARNING: update loadout must be enabled for this to work! // 0 = disabled // 1 = enabled (default) //set ex_rank_demote_nades "1" // Hud display of your rank // 0 = disabled // 1 = enabled - chevron only (default) // 2 = enabled - chevron and text //set ex_rank_hudicons "1" // Rank head icons // 0 = disabled // 1 = enabled (default) //set ex_rank_headicons "1" // Rank status icons // The game engine only allows 8 status icons (the icons in front of your name // on the "tab" scoreboard). The ranksystem uses all of them, which disables // the other status icons (connecting, dead, gunship and ready-up or game type // specific status icons like flag carrier, lib, vip and hitman roles). // Here you can set how ranksystem status icons are handled // 0 = disabled // 1 = enabled // 2 = enabled, unless a game type requires status icons (default) // 3 = enabled, unless a game type or feature requires status icons //set ex_rank_statusicons "2" //****************************************************************************** // Rank-Up Points //****************************************************************************** // Players start at rank 0! set ex_rank_points_1 "100" set ex_rank_points_2 "200" set ex_rank_points_3 "300" set ex_rank_points_4 "400" set ex_rank_points_5 "500" set ex_rank_points_6 "600" set ex_rank_points_7 "750" // Suggested rank points for CNQ - the higher you set obj and bonus player // points, the higher you will need to set these set ex_rank_points_1_cnq "10" set ex_rank_points_2_cnq "20" set ex_rank_points_3_cnq "30" set ex_rank_points_4_cnq "40" set ex_rank_points_5_cnq "50" set ex_rank_points_6_cnq "60" set ex_rank_points_7_cnq "70" //****************************************************************************** // Primary and Secondary Gun Clips (min 0 - max 12) //****************************************************************************** // How many for each rank? (NB: one clip already loaded). // The rank system uses the default stock ammo loadouts. The clip numbers you add // here are ammo in addition of that loadout. set ex_rank_gunclips_0 "2" set ex_rank_gunclips_1 "4" set ex_rank_gunclips_2 "6" set ex_rank_gunclips_3 "8" set ex_rank_gunclips_4 "10" set ex_rank_gunclips_5 "12" set ex_rank_gunclips_6 "12" set ex_rank_gunclips_7 "12" //****************************************************************************** // Pistol Clips (min 0 - max 12) //****************************************************************************** // how many for each rank? (NB: one clip already loaded) // The rank system uses the default stock ammo loadouts. The clip numbers you add // here are ammo in addition of that loadout. set ex_rank_pistolclips_0 "2" set ex_rank_pistolclips_1 "4" set ex_rank_pistolclips_2 "6" set ex_rank_pistolclips_3 "8" set ex_rank_pistolclips_4 "10" set ex_rank_pistolclips_5 "12" set ex_rank_pistolclips_6 "12" set ex_rank_pistolclips_7 "12" //****************************************************************************** // Frag Grenades (min 0 - max 9) //****************************************************************************** // To link the grenade loadout to the ranksystem, check out ex_frag_loadout // in weaponcontrol.cfg. It should be set to 1. set ex_rank_grenades_0 "1" set ex_rank_grenades_1 "1" set ex_rank_grenades_2 "1" set ex_rank_grenades_3 "2" set ex_rank_grenades_4 "2" set ex_rank_grenades_5 "2" set ex_rank_grenades_6 "3" set ex_rank_grenades_7 "3" //****************************************************************************** // Smoke Grenades (min 0 - max 9) //****************************************************************************** // To link the smoke loadout to the ranksystem, check out ex_smoke_loadout // in weaponcontrol.cfg. It should be set to 1. set ex_rank_smoke_0 "1" set ex_rank_smoke_1 "1" set ex_rank_smoke_2 "1" set ex_rank_smoke_3 "1" set ex_rank_smoke_4 "1" set ex_rank_smoke_5 "1" set ex_rank_smoke_6 "1" set ex_rank_smoke_7 "1" //****************************************************************************** // Landmines (min 0 - max 9) //****************************************************************************** // To link the landmine loadout to the ranksystem, check out ex_landmines_loadout // in weaponcontrol.cfg. It should be set to 1. set ex_rank_landmines_0 "0" set ex_rank_landmines_1 "1" set ex_rank_landmines_2 "1" set ex_rank_landmines_3 "1" set ex_rank_landmines_4 "1" set ex_rank_landmines_5 "1" set ex_rank_landmines_6 "1" set ex_rank_landmines_7 "1" //****************************************************************************** // First Aid (Medi Kits) (min 0 - max 9) //****************************************************************************** // This will override the ex_firstaid_kits setting in healthcontrol.cfg // if the rank system is enabled. set ex_rank_firstaid_0 "1" set ex_rank_firstaid_1 "1" set ex_rank_firstaid_2 "1" set ex_rank_firstaid_3 "2" set ex_rank_firstaid_4 "2" set ex_rank_firstaid_5 "2" set ex_rank_firstaid_6 "3" set ex_rank_firstaid_7 "3" //****************************************************************************** // WMD Deployment Type //****************************************************************************** // You can choose whether you wish to have a fixed, random or allowed random // deployment for the WMD's. // The loadout order is Mortars > Artillery > Airstrike > SPECIAL // SPECIAL is Extended Airstrike or Gunship, depending on whether you have the // gunship enabled. Extended Airstrike is normal airstrike or Napalm airstrike, // depending on the allowed status of Napalm and the chance to get it. // WARNING: Gunship will only be available when enabled. See wmdcontrol.cfg // for gunship settings! // Set WMD deployment type // 0 = disabled // 1 = enabled - fixed (default) // 2 = enabled - random // 3 = enabled - allowed random //set ex_rank_wmdtype "1" // Speed up WMD deployment by skipping the initial sounds // 0 = disabled (default) // 1 = enabled //set ex_rank_wmdspeedup "0" //****************************************************************************** // Fixed WMD deployment //****************************************************************************** // If you selected Fixed WMD deployment you only have to configure the // general settings in the General WMD Settings section. Ranks are fixed: // ----------------------------------------------------------------------------- // Rank 0, 1, 2 = Nothing // Rank 3 = Mortars only // Rank 4 = Artillery only // Rank 5 & 6 = Airstrikes only // Rank 7 = SPECIAL //****************************************************************************** // Random WMD deployment //****************************************************************************** // Random deployment will allow you to hand out WMD for the achieved rank you // have configured, and the rank(s) below, if existing. Default settings are: // ----------------------------------------------------------------------------- // Rank 0, 1, 2 = Nothing // Rank 3 = Mortars only // Rank 4 = Mortars and Artillery at random // Rank 5 & 6 = Mortars, Artillery and Airstrikes at random // Rank 7 = Mortars, Artillery, Airstrikes and SPECIAL at random // Mortar strikes available at which rank? // min = 0, max = 7 (default 3) //set ex_rank_mortar "3" // Artillery available at which rank? // min = 0, max = 7 (default 4) //set ex_rank_artillery "4" // Airstrikes available at which rank? // min = 0, max = 7 (default 5) //set ex_rank_airstrike "5" // SPECIAL: Napalm airstrikes or gunship available at which rank? // min = 0, max = 7 (default 7) //set ex_rank_special "7" //****************************************************************************** // Allowed Random WMD deployment //****************************************************************************** // Allowed Random will let you set one rank to be reached and then a random WMD // will be picked from the ones you allow. // min = 0, max = 7 (default 5) //set ex_rank_allow_rank "5" // Allow Mortar strikes? // 0 = disabled // 1 = enabled (default) //set ex_rank_allow_mortar "1" // Allow Artillery? // 0 = disabled // 1 = enabled (default) //set ex_rank_allow_artillery "1" // Allow Airstrikes? // 0 = disabled // 1 = enabled (default) //set ex_rank_allow_airstrike "1" // SPECIAL: Allow Napalm airstrikes or gunship? // Napalm needs airstrikes enabled (above). To turn on gunship see wmdcontrol.cfg // 0 = disabled (default) // 1 = enabled //set ex_rank_allow_special "0" //****************************************************************************** // General WMD settings //****************************************************************************** // Upgrade WMD when a better one becomes available // 0 = disabled (default) // 1 = enabled //set ex_rank_wmd_upgrade "0" // Drop a flare at target position? // 0 = disabled (default) // 1 = enabled //set ex_rank_wmd_flare "0" // Check if WMD owner or friendly in strike zone // 0 = disabled - allows WMD anywhere (default) // 1 = enabled - stops WMD when friendlies in area //set ex_rank_wmd_checkfriendly "0" // When rank is achieved, how long before mortars are ready (in seconds) // min = 5, max = 1800 (default 5) //set ex_rank_mortar_first "5" // How long till the player is allowed mortars again (in seconds) // min = 30, max = 1800 (default 30) //set ex_rank_mortar_next "30" // Mortar accuracy // 1 = low, 2 = medium, 3 = high (default 2) //set ex_rank_mortar_radius "2" // When rank is achieved, how long before artillery is ready (in seconds) // min = 5, max = 1800 (default 5) //set ex_rank_artillery_first "5" // How long till the player is allowed artillery again (in seconds) // min = 30, max = 1800 (default 30) //set ex_rank_artillery_next "30" // Artillery accuracy // 1 = low, 2 = medium, 3 = high (default 2) //set ex_rank_artillery_radius "2" // How long before airstrike (including napalm) is ready (in seconds) // min = 5, max = 1800 (default 5) //set ex_rank_airstrike_first "5" // How long till the player is allowed airstrike again (in seconds) // min = 30, max = 1800 (default 30) //set ex_rank_airstrike_next "30" // Number of planes for airstrike // If the number of planes set for an airstrike is higher than the maximum // number of planes in the sky (see monitoring.cfg; Air Traffic Controller), // the airstrike will be done in multiple runs. // WARNING: to prevent lag, napalm will always be dropped by one plane only! // 0 = random 1 to 3 planes (default) // 1 - 5 = fixed number of planes //set ex_rank_airstrike_planes "0" // Airstrike accuracy // 1 = low, 2 = medium, 3 = high (default 2) //set ex_rank_airstrike_radius "2" // air_raid sound, just before planes fly over the players can be warned // 0 = disabled // 1 = enabled (default) //set ex_rank_airstrike_alert "1" // Chance to get napalm instead of normal airstrike // min = 1, max = 100 (default 50) //set ex_rank_napalm_chance "50" // When rank is achieved, how long before gunship is ready (in seconds) // min = 5, max = 1800 (default 5) //set ex_rank_gunship_first "5" // How long till the player is allowed gunship again // 0 = disabled (gunship once, then only airstrikes) // 30 - 1800 = delay in seconds (default 60) //set ex_rank_gunship_next "60" //****************************************************************************** // Preset ranks for individual players //****************************************************************************** // You may wish certain players to have a preset rank when they join your server. // You can add as many individual players as you like, just increase the last // digit for each one. // Clan presets must also be set in clancontrol.cfg and are limited to four clans. // It doesn't matter if you enter the names with colours, non alphabet characters, // uppercase or lowercase. The mod will understand as long as you have the // letters in the name correct. //set ex_psr_clan_0 "Clan" //set ex_psr_name_0 "Name" //set ex_psr_rank_0 "4" //set ex_psr_clan_1 "Clan" //set ex_psr_name_1 "Name" //set ex_psr_rank_1 "6" //set ex_psr_clan_2 "Clan" //set ex_psr_name_2 "Name" //set ex_psr_rank_2 "3"