//****************************************************************************** // Call of Duty 2 - eXtreme+ modification //****************************************************************************** // author : PatmanSan // website : http://www.patmansan.com // // mod : eXtreme+ // version : 2.9 // update : October 2013 //****************************************************************************** //****************************************************************************** // All Weapons Menu. Choose from all WW2 weapons available // WARNING: THIS DISABLES WEAPON CLASSES AND MODERN WEAPONS! //****************************************************************************** // Replace the standard weapons menus (primary and secondary) with an all // weapons menu. Handy for better weapons choice control. This overrules the // weapon classes and team only settings. Modern weapons are not included! // 0 = disabled (default) // 1 = enabled (READ WARNING BEFORE TURNING ON) //set ex_all_weapons "1" //****************************************************************************** // Modern Weapons Menu. This will convert the COD2 weapons to modern ones // WARNING #1: DO NOT SET THIS TO "1" UNLESS YOU HAVE THE OPTIONAL MODERN WEAPONS // MOD INTEGRATED INTO THE FS_GAME FOLDER! // WARNING #2: SUPPORTS CLASSES 1 (PISTOLS), 2 (SNIPER), 3 (MG), 4 (SMG), 7 (SHOTGUN) //****************************************************************************** // Replace the standard weapons menus (primary and secondary) with a modern // weapons menu. // 0 = disabled (default) // 1 = enabled (READ WARNING BEFORE TURNING ON) set ex_modern_weapons "1" set ex_modern_weapons_mp_zombiestreet "0" set ex_modern_weapons_mp_ifis_bt "0" set ex_modern_weapons_mp_damvalley "2" "0" //****************************************************************************** // Bash-only mode // This will switch to shotgun-only class and remove all ammo from the weapon // before spawning. // WARNING: THIS MODIFIES THE FOLLOWING FEATURES AUTOMATICALLY: // - disables frag fest mode // - disables all weapons and modern weapons // - disables frag and smoke grenades (or any replacement) // - disables medic system, health drop, firstaid system and healthbar // - disables sidearms (pistols and knives) // - disables weapon drop on death // - disables ammo crates // - disables turrets // - disables landmines // - disables rank system // - enables the indoor map feature (level.ex_indoor) //****************************************************************************** // 0 = disabled (default) // 1 = enabled //set ex_bash_only "0" // Bash-only mode announcements // 0 = disabled // 1 = fixed mode indicator in lower-right corner // 2 = one-time announcement on spawn // 3 = repetitive announcement on spawn // 4 = one-time announcement *AND* fixed indicator (1 + 2) (default) // 5 = repetitive announcement *AND* fixed indicator (1 + 3) //set ex_bash_only_msg "4" //****************************************************************************** // Frag fest mode // This will disable all weapons, except the offhand weapons before spawning. // WARNING: THIS MODIFIES THE FOLLOWING FEATURES AUTOMATICALLY: // - disables all weapons and modern weapons // - disables smoke grenades (or any replacement) // - disables medic system, health drop, firstaid system and healthbar // - disables sidearms (pistols and knives) // - disables weapon drop on death // - disables turrets // - disables landmines // - disables rank system // - enables the indoor map feature (level.ex_indoor) //****************************************************************************** // 0 = disabled (default) // 1 = enabled //set ex_frag_fest "0" // Frag fest announcements // 0 = disabled // 1 = fixed mode indicator in lower-right corner // 2 = one-time announcement on spawn // 3 = repetitive announcement on spawn // 4 = one-time announcement *AND* fixed indicator (1 + 2) (default) // 5 = repetitive announcement *AND* fixed indicator (1 + 3) //set ex_frag_fest_msg "4" //****************************************************************************** // Weapon Class Loadout //****************************************************************************** // Use one group of weapons (class) all the time // NOTE: any other option than 0 will disable the secondary weapons system! // WARNING: when setting a weapon class other than 0, make sure you enable at // least one weapon per menu (allow column in Weapons Control section). // 0 = team weapons only (COD2 stock system) (default) // 1 = pistols only // 2 = sniper only // 3 = machine gun only (assault rifles for modern weapons) // 4 = submachine gun only (sub MGs and light MGs for modern weapons) // 5 = rifles only (not for modern weapons) // 6 = bolt action rifles only (not for modern weapons) // 7 = shotgun only // 8 = rocket launcher only (panzerfaust, panzerschreck and bazookas) // 9 = bolt action and sniper rifles only (not for modern weapons) //10 = knives only set ex_wepo_class "0" set ex_wepo_class_mp_ifis_bt "2" //set ex_wepo_class_mp_damvalley "2" //set ex_wepo_class_mp_matmata "2" // Team or non-team based weapons menu // 0 = all weapons available from a particular class for all teams (default) // 1 = only show weapons from a particular class that belong to that team //set ex_wepo_team_only "0" // If you decide to use a weapon class, you can also set the allowed status // for frag and smoke grenades, this applies to all weapon classes. // 0 = disabled (default) // 1 = frag grenades only // 2 = smoke grenades only // 3 = frag and smoke grenades set ex_wepo_allow_grenades "1" // Ammo loadout, you can choose here whether to use the stock ammo loadouts for // weapons or use the rank system loadouts (not frag or smoke grenades!). // If the rank system is disabled this value is forced to stock loadouts! // 0 = stock loadouts (default; can be adjusted in the ammo limit settings) // 1 = use rank system loadout (configured in the ranksystem.cfg) //set ex_wepo_loadout "0" //****************************************************************************** // Secondary Weapon System //****************************************************************************** // You may wish to use another weapon as secondary rather than COD2's default // pistol, by enabling this system you will have an additional menu for to // choose a secondary weapon from, you can even still have the pistol! making // that 3 weapons at any one time! // NOTE: automatically disabled when enabling a weapon only class! // Allow secondary weapon system // 0 = disabled (default) // 1 = enabled - same team weapon menu only displayed // 2 = enabled - enemy team weapon menu displayed set ex_wepo_secondary "1" //****************************************************************************** // Enemy Weapon Usage //****************************************************************************** // This monitors the pick-up of enemy weapons in the primary and secondary weapon // slots. This function is forced to mode 1 when using the enemy team secondary // weapon menu (ex_wepo_secondary "2") and when allowing enemy weapons on weapon // class menus (ex_wepo_team_only "0"). // 0 = not allowed // 1 = allowed (default) // 2 = allowed only if ammo of current weapon in that slot falls below % //set ex_wepo_enemy "1" // Overide %, if you have chosen option 2 for enemy weapon usage // min = 0, max = 100 (default 30) //set ex_wepo_enemy_pct "30" //****************************************************************************** // Sidearm //****************************************************************************** // You can set whether the player is allowed a sidearm // 0 = disabled // 1 = enabled - cannot be exchanged for another weapon during play (default) // 2 = enabled - can be exchanged for another weapon during play set ex_wepo_sidearm "1" // Sidearm type (pistol or knife) // Only takes effect if sidearms are enabled above! // The sidearm is forced to a knife for class 1 (pistol only) and DISABLED for // class 10 (knife only). // 0 = pistols (default) // 1 = knife //set ex_wepo_sidearm_type "0" //****************************************************************************** // Knife Settings (applies to regular knife and knife perk) //****************************************************************************** // Knife gravity // 0 = disabled // 1 = enabled (default) set ex_wepo_knife_gravity "0" // Knife bounce factor // WARNING: bouncing requires gravity to be enabled! // min = 0.1, max = 0.9, default 0.5 //set ex_wepo_knife_bouncefactor "0.5" //****************************************************************************** // Long Range Sniper Rifles //****************************************************************************** // For extremely large maps the Short Range (SR) sniper rifles fail short. You // need modified rifles to reach the far end of the map. The mod already includes // Long Range (LR) versions of the rifles, which can be enabled here. This gives // players the ability to switch between the SR and LR rifles using a special key. // Setting mode 1 or 2 will precache the LR weapons and enable the key binding, // which is "m" by default. Players can change this key in the in-game menu. // INFO: mode 2 is recommended if you enable LR sniper rifles! // WARNING: you have to install the optional lr-rifles-base mod to remove the // explosion sounds and effects from LR Rifle hits! // 0 = disabled (default) // 1 = enabled - do not automatically enable hitloc modifications // 2 = enabled - automatically enable hitloc modifications (see next section) set ex_longrange "2" // Auto-switch to LR the first time a SR sniper rifle is selected after spawning // 0 = disabled (default) // 1 = enabled set ex_longrange_autoswitch "1" // Allow players to save their key binding in a file on the server // If memory is enabled, the binding will be loaded automatically when a player // reconnects to the server, if the binding was saved for that player previously. // To disable the in-game menu items, disable both the main feature and memory. // 0 = disabled // 1 = enabled (default) //set ex_longrange_memory "1" //****************************************************************************** // Long Range Sniper Rifles Hitloc //****************************************************************************** // Long Range (LR) sniper rifles are projectile based, and are generating a // MOD_PROJECTILE Means Of Death (MOD) instead of MOD_RIFLE_BULLET. // Projectile based weapons don't register a hit location, so you die instantly, // even when being hit to your little toe. This feature converts MOD_PROJECTILE // back to MOD_RIFLE_BULLET, and assigns damage to hit locations. // INFO: enabled automatically if you enabled ex_longrange mode 2 above. // Global switch // 0 = disabled (default) // 1 = enabled set ex_lrhitloc "1" // Unit of measurement for range // 0 = metres // 1 = yards (default) //set ex_lrhitloc_unit "1" // Hitloc and distance messages for attacker (on damage) // 0 = disabled // 1 = enabled - above compass (default) // 2 = enabled - center screen set ex_lrhitloc_msg "1" // Hit location damage modifiers //------------------------------------------------------------------------------ // min = 1, max = 500 (default 100) set ex_lrhitloc_head "260" // min = 1, max = 500 (default 90) set ex_lrhitloc_neck "260" // min = 1, max = 500 (default 80) set ex_lrhitloc_torso_upper "90" // min = 1, max = 500 (default 70) set ex_lrhitloc_torso_lower "260" // min = 1, max = 500 (default 60) set ex_lrhitloc_right_leg_upper "260" // min = 1, max = 500 (default 40) set ex_lrhitloc_right_leg_lower "260" // min = 1, max = 500 (default 60) set ex_lrhitloc_left_leg_upper "260" // min = 1, max = 500 (default 40) set ex_lrhitloc_left_leg_lower "260" // min = 1, max = 500 (default 50) set ex_lrhitloc_right_arm_upper "260" // min = 1, max = 500 (default 40) set ex_lrhitloc_right_arm_lower "260" // min = 1, max = 500 (default 50) set ex_lrhitloc_left_arm_upper "260" // min = 1, max = 500 (default 40) set ex_lrhitloc_left_arm_lower "260" // min = 1, max = 500 (default 30) set ex_lrhitloc_right_hand "260" // min = 1, max = 500 (default 30) set ex_lrhitloc_left_hand "260" // min = 1, max = 500 (default 20) set ex_lrhitloc_right_foot "260" // min = 1, max = 500 (default 20) set ex_lrhitloc_left_foot "260" //****************************************************************************** // Sniper Zoom Levels //****************************************************************************** // 0 = disabled (default) // 1 = enabled - but only set default level (no dynamic zoom levels) // 2 = enabled - dynamic zoom levels set ex_zoom "2" // Specify the sniper classes for which you allow zoom // Add up the numbers for all classes you wish to allow. Set 1 if you want to // allow SR only. Set 2 for LR only. Set 3 for SR and LR. Default = 3 (all) // 1 = SR sniper rifles (short range) // 2 = LR sniper rifles (long range) // -- + // ... = sniper classes allowed //set ex_zoom_class "3" // Minimum zoom level allowed for each class // min = 1, max = 10 (default for all classes 1) //set ex_zoom_min_sr "1" //set ex_zoom_min_lr "1" // Maximum zoom level allowed for each class // min = ex_zoom_min, max = 10 (default sr 7, lr 9) set ex_zoom_max_sr "10" set ex_zoom_max_lr "18" // Default zoom level for each class // min = ex_zoom_min, max = ex_zoom_max (default sr 5, lr 7) //set ex_zoom_default_sr "5" //set ex_zoom_default_lr "7" // Reset zoom level to default when switching weapons // 0 = disabled (default) // 1 = enabled set ex_zoom_switchreset "1" // Reset zoom level to default when toggling ADS // 0 = disabled (default) // 1 = enabled //set ex_zoom_adsreset "0" // Gradual increase or decrease of zoom level // 0 = disabled // 1 = enabled (default) //set ex_zoom_gradual "1" // Show zoom level HUD element // 0 = disabled // 1 = enabled (default) //set ex_zoom_hud "1" // Allow players to save their zoom levels in a file on the server // If memory is enabled, the levels will be loaded automatically when a player // reconnects to the server, if the levels were saved for that player previously. // To disable the in-game menu items, disable both the main feature and memory. // 0 = disabled // 1 = enabled (default) //set ex_zoom_memory "1" //****************************************************************************** // Frag Grenade Loadout System //****************************************************************************** // You can choose how you would like the frag grenades to be granted // to players joining your server. // Frag grenade loadout // 0 = weapon class (stock) // 1 = use ranksystem frag loadout (if ranksystem enabled, otherwise 0) // 2 = fixed ammo every spawn (default) // 3 = random ammo every spawn set ex_frag_loadout "3" // option 0 - weapon class stock frag grenade ammo // min = 0, max = 9 (default 2) //set ex_wepo_frag_stock_sniper "2" //set ex_wepo_frag_stock_rifle "2" //set ex_wepo_frag_stock_mg "2" //set ex_wepo_frag_stock_smg "2" //set ex_wepo_frag_stock_shot "2" //set ex_wepo_frag_stock_rl "2" // Option 1 - rank based // These settings are in ranksystem.cfg // Option 2 - fixed frag grenade ammo every spawn // min = 0, max = 9, default = 1 //set ex_wepo_frag "1" // Option 3 - random frag grenade ammo every spawn // min = 0, max = 9 (default 1, meaning 0 or 1 nade) //set ex_wepo_frag_random "1" // Frag grenade upgrade cap // enforced on rank promotion and when defusing tripwires // min = 3, max = 9 (default 9) //set ex_frag_cap "9" //****************************************************************************** // Smoke Grenade Loadout System //****************************************************************************** // You can choose how you would like the smoke grenades to be granted // to players joining your server. // Smoke grenade loadout // 0 = weapon class (stock) // 1 = use ranksystem smoke loadout (if ranksystem enabled, otherwise 0) // 2 = fixed ammo every spawn (default) // 3 = random ammo every spawn set ex_smoke_loadout "0" // Option 0 - weapon class stock smoke grenade ammo choose // min = 0, max = 9 (default 1) //set ex_wepo_smoke_stock_sniper "1" //set ex_wepo_smoke_stock_rifle "1" //set ex_wepo_smoke_stock_mg "1" //set ex_wepo_smoke_stock_smg "1" //set ex_wepo_smoke_stock_shot "1" //set ex_wepo_smoke_stock_rl "1" // Option 1 - rank based // These settings are in ranksystem.cfg // Option 2 - fixed smoke grenade ammo every spawn // min = 0, max = 9, default = 1 //set ex_wepo_smoke "0" // Option 3 - random smoke grenade ammo every spawn // min = 0, max = 9 (default 1, meaning 0 or 1 nade) //set ex_wepo_smoke_random "1" // Smoke grenade upgrade cap // enforced on rank promotion and when defusing tripwires // min = 3, max = 9 (default 9) //set ex_smoke_cap "9" //****************************************************************************** // Special Grenades // Special nades will replace frag grenades! // WARNING: the visual effects of fire or gas grenades will be replaced by // regular smoke grenade effects in the killcam view. So either enable special // grenades and disable killcam, or vice versa! // NOTE: YOU CAN ONLY ENABLE ONE OF THEM //****************************************************************************** // Napalm grenades // 0 = disabled (default) // 1 = enabled //set ex_fire_grenades "1" // Gas grenades // 0 = disabled (default) // 1 = enabled //set ex_gas_grenades "0" // Satchel Charges // 0 = disabled (default) // 1 = enabled //set ex_satchel_charges "0" //****************************************************************************** // Coloured Smoke Grenades // Napalm, gas and satchel charges replace smoke grenades! //****************************************************************************** // No messing around with weapon files and efx files here there and everywhere. // With extreme+, it's all made easy for you. Just choose a colour for each // nationality. There's even one for the ladies in there! // // Colour codes: // 0 = Stock Grey // 1 = Blue // 2 = Green // 3 = Orange // 4 = Pink ? hehe // 5 = Red // 6 = Yellow // 7 = Napalm Grenades // 8 = Gas Grenades // 9 = Satchel Charges // American smoke grenade colour? set ex_american_smoke "8" // British smoke grenade colour? set ex_british_smoke "7" // Russian smoke grenade colour? set ex_russian_smoke "8" // German smoke grenade colour? set ex_german_smoke "8" //****************************************************************************** // Grenade Monitoring //****************************************************************************** // Monitor the number of LIVE nades // 0 = unlimited (default) // 1 - 99 = nade limit (per team if team based) set ex_nademon_frag "0" set ex_nademon_smoke "5" set ex_nademon_fire "5" set ex_nademon_gas "1" set ex_nademon_satchel "0" // Show warning when throwing an over-limit nade // Over-limit nades will return to the player's loadout. // 0 = disabled // 1 = enabled (default) //set ex_nademon_frag_maxwarn "1" //set ex_nademon_smoke_maxwarn "1" //set ex_nademon_fire_maxwarn "1" //set ex_nademon_gas_maxwarn "1" //set ex_nademon_satchel_maxwarn "1" // Percentage of the duration to take into account // Frag grenades, satchel charges, smoke nades, fire nades, and gas nades have a // duration of 3.5, 5, 45, 20 and 20 seconds resp. VIP smoke is 85 seconds. // With max set to 1, and a duramod set to 50, you actually allow for 1.5 // nades to be live simultaneously. // min = 1, max = 200 (default 100) //set ex_nademon_frag_duramod "100" //set ex_nademon_smoke_duramod "100" //set ex_nademon_fire_duramod "100" //set ex_nademon_gas_duramod "100" //set ex_nademon_satchel_duramod "100" // Monitor frag nades and satchel charges to explode on contact // To activate EOC press USE when throwing a nade or satchel charge // 0 = disabled (default) // 1 = enabled //set ex_nademon_frag_eoc "0" //set ex_nademon_satchel_eoc "0" // Close proximity trigger for tripwires, landmines and some perks // 0 = disabled // 1 - 100 = radius in feet (default 10 for frags. 20 for satchel charges) //set ex_nademon_frag_cpx "10" //set ex_nademon_satchel_cpx "20" // Grenade warning (battlechatter) // Issue a warning when an incoming nade or satchel charge is detected // This feature is only active in team based game types! // 0 = none // 1 = frag nade // 2 = fire nade // 4 = gas nade // 8 = satchel charge // 16 = smoke nade // --- + // ... = warning mode (default 15) //set ex_nademon_warn "15" // Throw back grenades // 0 = none // 1 = frag nade // 2 = fire nade // 4 = gas nade // 8 = satchel charge // 16 = supernade (perk) // --- + // ... = throwback mode (default 0) //set ex_nademon_throwback "1" // Throw back indicator // 0 = disabled // 5 - 50 = distance in feet (default 20) //set ex_nademon_throwback_indicator "20" // Throw back pickup distance (in feet) // min = 1, max = 10 (default 5) //set ex_nademon_throwback_pickup "5" // Allow throwing back friendly grenades // 0 = disabled // 1 = enabled (default) //set ex_nademon_throwback_team "1" // Time to throw back nade // INFO: for nades that have cookOffHold set, there's no way of telling how long // the nade was cooked before it is picked up by the nade monitor. That is why // you only can set a fixed throw-back time. // Also, the nade that is thrown back will have a default fuseTime, as set by // the nade's weapon file. // min = 1, max = 5 (default 3) (fractions allowed) //set ex_nademon_throwback_time "3" //****************************************************************************** // Kamikaze (suicide grenades) //****************************************************************************** // when a player pulls the pin, but doesn't throw a frag grenade or satchel charge, // you can convert the suicide (no radius damage) into a suicide bombing (with radius damage). // This only applies to frag grenades and satchel charges. // 0 = disabled (default) // 1 = enabled //set ex_kamikaze "0" // Effective range for frag grenades in CoD units // Conversion aid: 100 CoD units (inches) = 2.78 yards, 8.33 feet or 2,54 metres // 100 - 10000 (default 300) //set ex_kamikaze_frag_radius "300" // Maximum damage for frag grenades // Effective damage depends on distance and blocking entities. // 1 - 999 (default 200) //set ex_kamikaze_frag_damage "200" // Effective range for satchel charges in Cod units // Conversion aid: 100 CoD units (inches) = 2.78 yards, 8.33 feet or 2,54 metres // 100 - 10000 (default 500) //set ex_kamikaze_satchel_radius "500" // Maximum damage for satchel charges // Effective damage depends on distance and blocking entities. // 1 - 999 (default 200) //set ex_kamikaze_satchel_damage "200" // Kamikaze bonus points // See gametypes.cfg -- rewards section //****************************************************************************** // MG and SMG Burst Mode //****************************************************************************** // Make MG and/or SMG weapons fire in burst mode only. // Bursts require you to play with more skill than luck. // 0 = disabled (default) // 1 = enabled - only MG // 2 = enabled - only SMG // 3 = enabled - MG and SMG //set ex_burst_mode "0" // Burst time for MG // "real" value in seconds, so fractions are allowed // min = 1.5, max = 10.0 (default 2.0) //set ex_burst_mg "2.0" // Burst time for SMG // "real" value in seconds, so fractions are allowed // min = 1.5, max = 10.0 (default 2.0) //set ex_burst_smg "2.0" // Burst while ADS // 0 = disabled // 1 = enabled (default) //set ex_burst_ads "1" //****************************************************************************** // Laserdot //****************************************************************************** // 0 = disabled (default) // 1 = enabled - always on // 2 = enabled - only when aiming down scope // 3 = enabled - only when NOT aiming down scope set ex_laserdot "2" // Laser dot size // min = 1, max = 10 (default 2) //set ex_laserdot_size "1" // Color (default 1,0,0) set ex_laserdot_red "1" set ex_laserdot_green "0" //set ex_laserdot_blue "0" // Certain players may not like the laserdot. You can define exclusions based // on clan tags and screennames. // Clan presets must also be set in clancontrol.cfg and are limited to four clans. // You can add as many individual players as you like. Just increase the last // digit for each one. 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. // Exclusion by clan tag (max 4) //set ex_laserdot_clan_0 "clantag" //set ex_laserdot_clan_1 "clantag" //set ex_laserdot_clan_2 "clantag" //set ex_laserdot_clan_3 "clantag" // Exclusion by name //set ex_laserdot_name_0 "playername" //set ex_laserdot_name_1 "playername" //set ex_laserdot_name_2 "playername" //set ex_laserdot_name_3 "playername" //****************************************************************************** // Turrets and Mobile MGs (MG42 and 30cal) //****************************************************************************** // 0 = remove turrets // 1 = enable stock turrets only (default) // 2 = enable stock turrets (detachable) and mobile MGs (plantable and detachable) // 3 = enable stock turrets (fixed) and mobile MGs (plantable and detachable) //set ex_turrets "2" set ex_turrets_ctf "0" set ex_turrets_ctfb "0" set ex_turrets_rbctf "0" // Weapon classes and turrets // select whether you allow turrets on weapon class based maps. // Unfixed turrets are disabled for weapons classes by default! // 0 = disabled (default) // 1 = enabled //set ex_turrets_onclassmap "1" // Only allow planting of unfixed turrets and mobile MG's if number of // fixed turrets on the map is lower than the maximum you define here // min = 1, max = 99 (default 6) set ex_turretsmax "4" // Turret abuse // here you can set the number of times per spawn a player can kill using a turret // weapon before getting warned, and before getting killed. // 0 = disabled (default) // 1 = enabled //set ex_turretabuse "0" // Number of kills to activate turret abuse warning // min = 1, max = 99 (default 5) //set ex_turretabuse_warn "5" // Number of kills to activate turret abuse punishment // min = ex_turretabuse_warn + 1, max = 100 (default ex_turretabuse_warn + 2) //set ex_turretabuse_kill "7" // Pause (disable-wait-enable) weapon if they shoot while carrying mg // 0 = disabled (default) // 1 = enabled //set ex_mg_shoot_disable "0" // Hurt player if they shoot while carrying mg // 0 = disabled (default) // 1 = enabled //set ex_mg_shoot_damage "0" // Turret overheating // turrets will overheat after shooting it for some time // 0 = disabled // 1 = enabled (default) //set ex_turretoverheat "1" // Turret overheating rate // 1 = slow, 2 = normal, 3 = fast, 4 = very fast (default 2) //set ex_turretoverheat_heatrate "2" // Turret cool down rate // 1 = slow, 2 = normal, 3 = fast, 4 = very fast (default 2) //set ex_turretoverheat_coolrate "2" //****************************************************************************** // Minefields (NOT landmines) //****************************************************************************** // 0 = disabled (remove minefields) // 1 = enabled - stock minefields (default) // 2 = enabled - gas minefields // 3 = enabled - napalm minefields set ex_minefields "1" set ex_minefields_mp_dunnottar_castle "0" set ex_minefields_islands "0" set ex_minefields_mtl_pirates_day "0" set ex_minefields_pst_desert_snipe "1" // Minimum and maximum damage by gas mines // WARNING: do not set too low, or players will be able to cross the minefields! // min = 1, max = 100 (default 50 min, 75 max) //set ex_gasmine_min "50" //set ex_gasmine_max "75" // Minimum and maximum damage by napalm mines // WARNING: do not set too low, or players will be able to cross the minefields! // min = 1, max = 100 (default 50 min, 75 max) //set ex_napalmmine_min "50" //set ex_napalmmine_max "75" // Instant (no delay before detonation) // 0 = disabled (default) // 1 = enabled //set ex_minefields_instant "0" //****************************************************************************** // Landmines //****************************************************************************** // Landmines can be planted by going prone and holding USE // Landmines can be defused by going prone or crouching and holding USE // (there will be an indicator when you are close enough to defuse) // 0 = disabled // 1 = enabled - trigger on all // 2 = enabled - do not trigger on owner // 3 = enabled - do not trigger on owner or teammates (default) //set ex_landmines "3" // Defuse landmines // 0 = disabled // 1 = enabled - owner only // 2 = enabled - owner and teammates // 3 = enabled - owner and enemy players (default) // 4 = enabled - all players //set ex_landmines_defuse "3" // Landmine loadout // 0 = use weapon classes (see below) // 1 = use ranksystem (if ranksystem enabled; see ranksystem.cfg) (default) set ex_landmines_loadout "0" // Landmine upgrade cap (enforced on rank change only) // min = 3, max = 9 (default 9) //set ex_landmines_cap "9" // Weapon class loadout. Number of landmines for each weapon type. // min = 0, max = 9 (default 2) set ex_allow_mine_sniper "1" set ex_allow_mine_boltrifle "1" set ex_allow_mine_rifle "1" set ex_allow_mine_smg "1" set ex_allow_mine_mg "1" set ex_allow_mine_shotgun "1" // Max number of deployed mines per team (team based) or per player (DM style) // min = 1, max = 32 (default = 5) set ex_landmines_max "4" set ex_landmines_max_dm "2" // FIFO: First In - First Out // Deletes oldest mine if more than max have been deployed. // 0 = disabled // 1 = enabled (default) //set ex_landmines_fifo "1" // Landmine plant time // Sets the number of seconds required to plant a mine // min = 3, max = 20 (default 5) //set ex_landmine_plant_time "3" // Landmine defuse time // Sets the number of seconds required to defuse a mine // min = 3, max = 20 (default 5) //set ex_landmine_defuse_time "3" // Landmine warning // Determines if a warning HUD element appears on a player's // screen if he starts to get too close to a landmine. // 0 = no warnings // 1 = warning for friendlies only (default) // 2 = warning for all players //set ex_landmine_warning "1" // Mine depth // This chooses between two different depth options for the mines. // 1 = 1 unit into the ground (easier to see) // 2 = 2 units into the ground (harder to see) (default) //set ex_landmine_depth "2" // Check surfacetype before planting mine // If enabled you can only plant mines on beach, dirt, grass, ice, mud, sand // and snow surfaces. // 0 = disabled (default) // 1 = enabled //set ex_landmine_surfacecheck "0" // Close proximity trigger for tripwires and other landmines // 0 = disabled // 1 - 100 = radius in feet (default 10) //set ex_landmine_cpx "10" // Bouncing Betty FX // Make the landmine launch into the air to cause more damage // 0 = disabled // 1 = enabled (default) //set ex_landmine_bb "1" //****************************************************************************** // Tripwires //****************************************************************************** // If enabled, by going prone and holding down the melee key, you can cycle // through frag and smoke grenades, or combinations. After releasing the melee // key for a brief moment, and holding it again, you will then be able to place // the tripwire. If allowed, you can also defuse any tripwire, but take extra // care, you might just blow yourself up! // Tripwire options // 0 = disabled (default) // 1 = enabled - trigger on all // 2 = enabled - do not trigger on owner // 3 = enabled - do not trigger on owner and teammates set ex_tripwire "3" // Defuse tripwires // 0 = disabled // 1 = enabled - owner only // 2 = enabled - owner and teammates // 3 = enabled - owner and enemy players (default) // 4 = enabled - all players set ex_tripwire_defuse "2" // Limit for each team (in DM this number will be doubled) // min = 1, max = 10 (default 5) set ex_tripwire_limit "4" // Display warning for teammates // 0 = disabled (default) // 1 = enabled set ex_tripwire_warning "1" // Explosion damage radius (in feet) // min = 1, max = 999 (lots of damage) (default 12) set ex_tripwire_radius "30" // Selection hold time (20 units = one second) // min = 20 (1 second), max = 100 (5 seconds) (default 30) //set ex_tripwire_holdtime "30" // Plant time (in seconds) // min = 1, max = 30 (default 5) //set ex_tripwire_planttime "5" // Defuse time (in seconds) // min = 1, max = 30 (default 5) //set ex_tripwire_defusetime "5" // Close proximity trigger for landmines and other tripwires // 0 = disabled // 1 - 100 = radius in feet (default 10) //set ex_tripwire_cpx "10" //****************************************************************************** // Drop Weapons On Death //****************************************************************************** // Drop weapons on death (if it has ammo left) // WARNING: automatically disabled when bots (testclients) are activated! // 0 = disabled // 1 = normal COD2 method, only current weapon is dropped (default) // 2 = primary weapon dropped only // 3 = secondary weapon dropped only // 4 = both primary and secondary are dropped set ex_wepo_drop_weps "1" // Disallow certain weapons to be dropped (by class) // 0 = do not allow drop // 1 = allow drop (default) //set ex_allow_pistol_drop "0" // Pistols //set ex_allow_sniper_drop "0" // Default sniper rifles //set ex_allow_sniperlr_drop "0" // Longrange sniper rifles //set ex_allow_mg_drop "0" // Machinegun //set ex_allow_smg_drop "0" // Sub machinegun //set ex_allow_rifle_drop "0" // Rifles //set ex_allow_boltrifle_drop "0" // Bolt rifles //set ex_allow_boltsniper_drop "0" // Bolt rifles and sniper rifles //set ex_allow_shotgun_drop "0" // Shotgun //set ex_allow_rl_drop "0" // Rocket launchers //set ex_allow_ft_drop "0" // Flamethrowers // Avoid weapons drop near spawn points to avoid pickup when commencing sprint // INFO: only active if sprint is enabled. // 0 = disabled // 1 = enabled (default) //set ex_wepo_drop_sp "1" // Drop grenades on death // 0 = disabled // 1 = only drop frag grenades (default) // 2 = only drop smoke grenades // 3 = drop frag and smoke grenades //set ex_wepo_drop_grenades "1" //****************************************************************************** // Ammo Crates //****************************************************************************** // Number of ammo crates per team. // In DM all ammo crates will respond to all players, and axis and allies will // get half of this (so use an even number to get the same amount). // Please note this option will increase gamestate! // 0 = disabled (default) // 1 - 8 = number of crates per team set ex_amc_perteam "0" // Message display for ammo crates. // 0 = left, above compass (default) // 1 = centre screen // 2 = scroll text area centre top //set ex_amc_msg "0" // Ammo crates on compass. // In team based games - if not neutral - max 4 crates per team. // In DM style games crates will only blink if bonus score is enabled. // 0 = disabled (default) // 1 = enabled - never blink // 2 = enabled - blink if still neutral set ex_amc_compass "2" // Ammo crates are parachuted into the map // 0 = disabled (default) // 1 - 3600 = seconds before first drop set ex_amc_chutein "300" // Drop in slices until maximum number reached. // If not neutral, one slice drops this number for each team // 0 = disabled (default) // 1 - 4 = number of crates dropped per slice set ex_amc_chutein_slice "2" // Crates are neutral (no fixed team) when being dropped. // In team based games, first USE tags crate for a specific team, making it // disappear from the enemy's compass. // In DM style games this is only used to determine bonus score, if enabled. // 0 = disabled (default) // 1 = enabled set ex_amc_chutein_neutral "1" // Wait before crates are deleted from map. // Timer starts when the last crate hits the ground. // 0 = disabled (default) // 1 - 3600 = seconds before crates are removed from map set ex_amc_chutein_lifespan "60" // Wait before next slice is dropped in slice mode. // 1 - 3600 = seconds to wait (default 10) set ex_amc_chutein_pause_slice "30" // Wait before a new batch of crates is chuted in. // Only applicable if crate lifespan is enabled. // 1 - 3600 = seconds to wait (default 240 = 4 minutes) set ex_amc_chutein_pause_all "300" // Give points to player for conquering a neutral crate // 0 = disabled (default) // 1 = enabled //set ex_amc_chutein_score "0" //****************************************************************************** // Flamethrower //****************************************************************************** // Range // min = 100, max = 750 (default 500) set ex_ft_range "750" // Chance the tank on the back will explode when hit // 0 = disabled // 1 - 100 = percentage (default 10) set ex_ft_tank_explode "100" //****************************************************************************** // Weapons Precache Mode //****************************************************************************** // By default weapons that match the weapon loadout will always be precached. // This behaviour allows you to enable weapons during the game that were // disallowed initially, either by console commands or (eXtreme+) RCON. // You can run into a game engine limit on precached weapon if you enable a // specific set of features: "all weapons" with mbots and gunship, or weapon // class 0 with mbots and gunship. // WARNING: ONLY SET MODE 1 IF YOU RUN THAT SPECIFIC SET OF FEATURES! // 0 = always precache (default) // 1 = only precache if allowed //set ex_wepo_precache_mode "0" //****************************************************************************** // Weapons Limiter //****************************************************************************** // Global switch for the weapons limiter // You may wish to use a fixed number of a particular weapon available per game. // Limits can be set in the Weapons Control section. // 0 = disabled (default) // 1 = enabled //set ex_weaponlimit "0" // Limits per team // Use limits per team instead of overall count. // 0 = disabled (weapon availibility is on a first come, first serve basis) // 1 = enabled (default) //set ex_weaponlimit_perteam "1" //****************************************************************************** // Weapons Damage Modifiers //****************************************************************************** // Global switch for applying weapon damage modifications // 0 = disabled (default) // 1 = enabled //set ex_wdmodon "0" // Damage modifiers for miscellaneous weapons. // WDM for main weapons is defined in the Weapon Control section // min = 0, max = 500 (default 100) //set ex_wdm_stealth_mp "100" //set ex_wdm_supernade_american_mp "100" //set ex_wdm_supernade_british_mp "100" //set ex_wdm_supernade_german_mp "100" //set ex_wdm_supernade_russian_mp "100" //set ex_wdm_gunship_25mm_mp "100" //set ex_wdm_gunship_40mm_mp "100" //set ex_wdm_gunship_105mm_mp "100" //set ex_wdm_gunship_nuke_mp "100" //set ex_wdm_mg30cal_duck_mp "100" //set ex_wdm_mg30cal_stand_mp "100" //set ex_wdm_mg30cal_prone_mp "100" //set ex_wdm_mg42_bipod_duck_mp "100" //set ex_wdm_mg42_bipod_prone_mp "100" //set ex_wdm_mg42_bipod_stand_mp "100" //set ex_wdm_artillery_mp "100" //set ex_wdm_landmine_mp "100" //set ex_wdm_mortar_mp "100" //set ex_wdm_planebomb_mp "100" //set ex_wdm_tripwire_mp "100" //****************************************************************************** // Weapons Control //****************************************************************************** // allow // Defines if this weapon will be available. // 0 = disabled, 1 = enabled // limit // Defines limited availability of a weapon. // 0 = unlimited, 1 - 128 = limit // See Weapons Limiter section for global switch. // Ensure you leave enough weapons for the number of slots your server holds. // init clip // Defines the size of the FIRST clip. // Subsequent reloads will use clipSize from weapon file. // Default values match clipSize in weapon file. Assign less or equal. // ammo reserve // Defines ammo reserve limit. // Default values match startAmmo in weapon file. Assign less or equal. // See Max Ammo section for more information. // weapon damage // Defines damage applied for each hit. // Value is percentage, i.e. 120 = 120% of normal weapon damage. // See Weapons Damage Modifiers section for global switch. // // WARNING: DO NOT BREAK FORMAT! // // CLASSIC init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set bar_mp "1, 0, 20, 120, 200" set bren_mp "1, 0, 30, 180, 200" set dp28_mp "1, 0, 47, 188, 200" set enfield_mp "1, 0, 10, 60, 200" set enfield_scope_mp "1, 0, 5, 60, 200" set flamethrower_allies "1, 0, 100, 200, 200" set flamethrower_axis "1, 0, 100, 200, 200" set g43_mp "1, 0, 10, 100, 200" set g43_sniper "1, 0, 10, 100, 200" set greasegun_mp "1, 0, 32, 192, 200" set kar98k_mp "1, 0, 10, 60, 200" set kar98k_sniper_mp "1, 0, 20, 60, 200" set m1carbine_mp "1, 0, 15, 90, 200" set m1garand_mp "1, 0, 8, 96, 200" set mosin_nagant_mp "1, 0, 10, 60, 200" set mosin_nagant_sniper_mp "1, 0, 5, 60, 200" set mp40_mp "1, 0, 32, 192, 200" set mp44_mp "1, 0, 30, 180, 200" set panzerfaust_mp "1, 0, 1, 10, 200" set panzerschreck_allies "1, 0, 1, 10, 200" set panzerschreck_mp "1, 0, 1, 10, 200" set pps42_mp "1, 0, 35, 210, 200" set ppsh_mp "1, 0, 71, 213, 300" set shotgun_mp "1, 0, 6, 60, 300" set springfield_mp "1, 0, 5, 60, 200" set springfield_noscope_mp "1, 0, 5, 60, 200" set sten_mp "1, 0, 32, 192, 200" set svt40_mp "1, 0, 10, 100, 200" set thompson_mp "1, 0, 40, 280, 200" // CLASSIC SIDEARM init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set colt_mp "1, 0, 7, 21, 100" set luger_mp "1, 0, 8, 24, 100" set tt30_mp "1, 0, 8, 24, 100" set webley_mp "1, 0, 6, 18, 100" set knife_mp "1, 0, 1, 100, 100" // CLASSIC VIP PISTOLS init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set colt_vip_mp "1, 0, 7, 100, 100" set luger_vip_mp "1, 0, 8, 100, 100" set tt30_vip_mp "1, 0, 8, 100, 100" set webley_vip_mp "1, 0, 6, 100, 100" // MODERN init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set ak47_mp "1, 0, 30, 300, 100" set ak74_mp "1, 0, 30, 300, 100" set ar10_mp "1, 0, 20, 60, 100" set auga3_mp "1, 0, 30, 300, 100" set barrett_mp "1, 0, 10, 60, 100" set dragunov_mp "1, 0, 10, 60, 100" set famas_mp "1, 0, 30, 300, 100" set galil_mp "1, 0, 30, 300, 100" set hk21_mp "1, 0, 80, 300, 100" set m40a3_mp "1, 0, 5, 60, 100" set m4a1_mp "1, 0, 30, 300, 100" set m8a1_mp "1, 0, 30, 300, 100" set mp5_mp "1, 0, 30, 300, 100" set mp7a2_mp "1, 0, 30, 300, 100" set mtar_mp "1, 0, 30, 300, 100" set p90_mp "1, 0, 50, 300, 100" set sg552_mp "1, 0, 30, 300, 100" set spas12_mp "1, 0, 6, 60, 100" set ump45_mp "1, 0, 30, 300, 100" set xm1014_mp "1, 0, 6, 60, 100" set xm8_mp "1, 0, 30, 300, 100" // MODERN SIDEARM init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set beretta_mp "0, 0, 15, 60, 100" set deagle_mp "0, 0, 10, 60, 100" set glock_mp "0, 0, 15, 60, 100" set hk45_mp "0, 0, 15, 60, 100" set modern_knife_mp "0, 0, 1, 100, 100" // MODERN VIP PISTOLS init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set beretta_vip_mp "0, 0, 15, 100, 100" set deagle_vip_mp "0, 0, 10, 100, 100" set glock_vip_mp "0, 0, 15, 100, 100" set hk45_vip_mp "0, 0, 15, 100, 100" // SHARED init ammo weapon // weapon allow limit clip reserve damage // ------------------------------------------------------------ set mobile_30cal "1, 0, 100, 500, 100" set mobile_mg42 "1, 0, 100, 500, 100" set fraggrenade "1, 0, 1, 1, 100" set smokegrenade "1, 0, 1, 1, 100" set raygun_mp "1, 0, 30, 90, 100"