File Details

Download this file | Go to files list

*****************************WRM Version 6.5c beta******************************

FOR CALL OF DUTY 2

****************************************************************


Introduction

Welcome to Wolfsbane’s Realism Mod for Call of Duty 2. This mod is intended to provide a more realistic, immersive game experience and to promote tactical gameplay.

This mod is a server-side only mod. Players are not required to download anything in order to enjoy the mod on your server. Nearly every feature can be enabled or disabled and many of the features have multiple settings, allowing you to configure the mod to your liking.

Table of Contents

1. Installation
2. Settings
3. Detailed Description of Settings
4. Known Bugs
5. Credits
6. Contact Information


1. Installation

- Create a folder called “wrm” in your Call of Duty 2 home directory (not in main, but in the same folder as main is located, normally Call of Duty 2wrm). Extract the files to that folder.

- Add the following to your server’s executable string:

+set fs_game wrm +exec

Note: The weapons files are provided as a separate file. While we have strived to recreate historical accuracy with the weapon settings, if they are not to your liking you may use any other weapon mod and still use WRM for its other features. It also allows the mod and the weapons to be updated independently.


2. Settings

There are dozens of settings for WRM 6.5, which is why we recommend using a config file to set up your server. Here is the complete list and a brief description of each setting. The following section will provide a detailed explanation of their use and functions. To change a setting, the dvar must be preceded by "set". Here are some guidelines to remember while reading through the list:

<#> <== This means you have to enter a specific value.
"#" <== Any number may be used.
"abc" <== Whatever you type will become the setting's value. For example, "[1stSF/SS]" would set the value to [1stSF/SS]. Use “” to clear these values (no space).
"1" <== These settings are turned on with a "1" and turned off with a "0".

Note: All settings can be turned on, off or changed using the game’s console. However, some features require a map_restart in order to take effect.

General Settings

wrm_noJunk “1” – Turns off all of the following (or use individual settings to keep some features in place):
wrm_noCrosshair “1” – Turns off crosshair
wrm_noObjPointers “1” – Turns off floating objective pointers
wrm_noNadeIndicators “1” – Turns off grenade indicator icons
wrm_noDeathIcons “1” ¬– Turns off death icons for killed teammates
wrm_noHitAlert “1” – Turns off the crosshair indicator for hitting the enemy
wrm_noMGCrosshair “1” – Turns off the MG crosshairs
wrm_noRedCrosshair “1” – Turns off MG crosshair going red when on enemy
wrm_noHUDScore “1” – Turns off the on-screen scores
wrm_noObits “1” – Turns off obituaries
wrm_tkObits “1” – Displays obituaries for team-kills only (used with wrm_noObits)
wrm_displayKiller “1” – Message displayed to killed player informing them who killed them, weapon used, where they were hit, and how far away the player was.
wrm_onePrimary “1” – Only one main weapon can be carried. If the pistol is swapped for another primary weapon, the weapon becomes the player’s new weapon and the player will have to retrieve their pistol from the ground.
wrm_fadeAmmo “1” – Ammo and grenades held fades from the HUD. They can be displayed by pressing the reload key or firing a round.
wrm_emptyServer “#” – The number of players needed before the server is no longer considered “empty”.
wrm_fullServer “#” – The number of players needed for the server to be considered “full”.
wrm_spawnProtection “#” – Time of spawn protection in seconds. A positive number will simply protect the player from damage for this many seconds, a negative number will cause ½ reflective damage for this amount of time. If the player moves from the spawn point, spawn protection turns off to prevent abuse of this feature.
wrm_spawnFallSafeTime “#” – Number of seconds from spawn a player is immune to fall damage. Particularly useful for custom maps with high spawn points and no way to get down realistically.
wrm_killAFKTime “#” – Number of seconds after spawn to kill any player who has not moved since spawning.
wrm_forceDownloads “1” – Force auto-download on for anyone connecting to the server. Note: Players will only download custom files when the next map loads.
wrm_noUnknownSoldiers “1” – Any players with the name “Unknown Soldier” or “UnnamedPlayer” will be warned to change their name upon spawn. They get a certain number of lives to change their name, otherwise they will not be allowed to spawn until they do.
wrm_unknownSoldierChances “#” – Number of lives unknown soldiers get to change their name before they can no longer spawn. The player starts with a penalty, so even if they change their name they must wait for the duration of wrm_penaltyTime before they can rejoin. Default is 3.

Rotating Server Messages
wrm_messageDelay “#” – Number of seconds between rotating server messages.
wrm_deadMessageDelay “#” – Number of seconds between rotating server messages for dead players only.
wrm_message1 “abc” – Server messages will appear above the compass. Whatever you type as the value will be displayed. You can have any number of messages, just increment the number by 1 for each new message (wrm_message2, wrm_message3…). Use “SKIP” to display no message for that cycle.
wrm_deadMessage1 “abc” – Rotating server messages for dead and spectating players only. You can have any number of messages, just increment the number by 1 for each new message (wrm_deadMessage2, wrm_deadMessage3…). Use “SKIP” to display no message for that cycle.

Team-Kill Monitor

wrm_tkMonitor “1” – Monitors team-kills. If a player team-kills, they are given a warning. Counted team-kills carry over from round-to-round, but not map-to-map.
wrm_tkLimit “#” – The number of team-kills that are allowed per map.
wrm_killTK “1” – The penalty for excessive team-kills is death with this activated.
wrm_penaltyTime “#” – In respawn gametypes, the number of seconds a player killed for team-killing must wait before being allowed to respawn. Default is 120 (2 minutes).

*The next two settings are for server admins to use through console:
wrm_killPlayer <#> - Manually kill a player and prevent them from respawning for the duration of wrm_killTKTime. The value is the player’s ID number.
wrm_freePlayer <#> - Manually allow a player to respawn if they are waiting for the time limit of wrm_killTKTime to run out. The value is the player’s ID number.

Realism Settings

wrm_realFallDamage “1” – Overrides fall damage heights with next two settings.
wrm_realFallMinHeight “#” – In inches, minimum distance a player must fall to receive damage. Defaults to 114 (9.5 feet).
wrm_realFallMaxHeight “#” – In inches, maximum distance a player can fall and still survive. Defaults to 360 (30 feet).
wrm_dropOnArmHit “1” – If player is hit in the arm, weapon will drop to the ground.
wrm_dropOnHandHit “1” – If player is hit in the hand, weapon will drop to the ground.
wrm_hitKick “1” – The player’s view shifts when hit. The severity of the shift depends on the amount of damage dealt.
wrm_bleeding “#” – Players take damage from wounds, except fall damage. Severity of bleeding depends on this value. We recommend setting this to 25.
wrm_healthbar “1” – Displays the health bar for all players.
wrm_painSounds “1” – Players cry out in pain when injured.
wrm_painSoundsChance “#” – Chance for players to cry out in pain. For example, 3 would be a 1 in 3 chance.
wrm_deathSounds “1” – Players cry out in pain when killed.
wrm_deathSoundsChance “1” – Chance for players to cry out in pain. For example, 3 would be a 1 in 3 chance.

Use Key Magic

wrm_useKeyMagic “1” – Enables Use Key menu system, additional options that cycle by pressing the use key and then activated by holding down the use key at the desired option.
wrm_bandaging “1” – Allows players to bandage themselves or a team mate in close proximity if they are bleeding.
wrm_bandages “#” – Number of bandages each player starts off with.
wrm_gunJamChance “#” – Chance (1 in #) of weapon jamming. (Currently not working.
wrm_discardWeapons “1” – Players may choose to drop their weapon.

Weapons

wrm_noWeapZoom “1” – Turns off weapon zoom for all weapons except sniper rifles.
wrm_shotgunPercent “#” – Percent chance of shotgun being available at all.
wrm_weaponLimiter “1” – Limits weapons based on the following settings:
wrm_weaponLimit_BAR “#” – default is 2
wrm_weaponLimit_bren “#” – default is 2
wrm_weaponLimit_enfield “#” – default is 30
wrm_weaponLimit_enfieldsniper “#” – default is 1
wrm_weaponLimit_g43 “#” – default is 2
wrm_weaponLimit_greasegun “#” – default is 2
wrm_weaponLimit_kar98k “#” – default is 30
wrm_weaponLimit_kar98ksniper “#” – default is 1
wrm_weaponLimit_m1carbine “#” – default is 6
wrm_weaponLimit_m1garand “#” – default is 30
wrm_weaponLimit_mp40 “#” – default is 10
wrm_weaponLimit_mp44 “#” – default is 1
wrm_weaponLimit_nagant “#” – default is 30
wrm_weaponLimit_nagantsniper “#” – default is 1
wrm_weaponLimit_ppsh “#” – default is 4
wrm_weaponLimit_pps42 “#” – default is 2
wrm_weaponLimit_shotgun “#” – default is 1
wrm_weaponLimit_springfield “#” – default is 1
wrm_weaponLimit_sten “#” – default is 8
wrm_weaponLimit_svt40 “#” – default is 5
wrm_weaponLimit_thompson “#” – default is 6

Ammo

wrm_randomAmmo “1” – Random distribution of additional clips of ammo and grenades based on the following settings:
wrm_bar_ammo “#” – BAR starts with 7 clips, default is 7 additional clips.
wrm_bren_ammo “#” – Bren starts with 5 clips, default is 6 additional clips.
wrm_enfield_ammo “#” – Lee-Enfield starts with 6 clips, default is 6 additional clips.
wrm_enfieldsniper_ammo “#” – Scoped Lee-Enfield starts with 5 clips, default is 3 additional clips.
wrm_g43_ammo “#” – Gewehr43 starts with 5 clips, default is 5 additional clips.
wrm_greasegun_ammo “#” – Greasegun starts with 5 clips, default is 5 additional clips.
wrm_kar98k_ammo “#” – Kar98k starts with 9 clips, default is 8 additional clips.
wrm_kar98ksniper_ammo “#” – Scoped Kar98k starts with 9 clips, default is 6 additional clips.
wrm_m1carbine_ammo “#” – M1 Carbine starts with 5 clips, default is 5 additional clips.
wrm_m1garand_ammo “#” – M1 Garand starts with 6 clips, default is 7 additional clips.
wrm_nagant_ammo “#” – Mosin Nagant starts with 9 clips, default is 8 additional clips.
wrm_nagantsniper_ammo “#” – Scoped Mosin Nagant starts with 9 clips, default is 6 additional clips.
wrm_mp40_ammo “#” – MP40 starts with 5 clips, default is 4 additional clips.
wrm_mp44_ammo “#” – MP44 starts with 5 clips, default is 6 additional clips.
wrm_ppsh_ammo “#” – PPSh starts with 3 clips, default is 2 additional clips.
wrm_pps42_ammo “#” – PPS42 starts with 5 clips, default is 2 additional clips.
wrm_shotgun_ammo “#” – Shotgun starts with 4 clips of 6 shells, default is 3 additional clips.
wrm_springfield_ammo “#” – Springfield starts with 9 clips, default is 6 additional clips.
wrm_sten_ammo “#” – Sten starts with 5 clips, default is 4 additional clips.
wrm_svt40_ammo “#” – SVT40 starts with 5 clips, default is 5 additional clips.
wrm_thompson_ammo “#” – Thompson starts with 5 30-round clips, default is 4 additional clips.

Grenades

wrm_rifleFrags “#” – Number of grenades issued to riflemen. Default is 2.
wrm_supportFrags “#” – Number of grenades issued to light machine-gunners. Default is 2.
wrm_sniperFrags “#” – Number of grenades issued to snipers. Default is 2.
wrm_assaultFrags “#” – Number of grenades issued to sub machine-gunners and shotgun users. Default is 2.
wrm¬_rifleSmoke “#” – Number of smoke grenades issued to riflemen. Default is 2.
wrm_supportSmoke “#” – Number of smoke grenades issued to light machine-gunners. Default is 2.
wrm_sniperSmoke “#” – Number of smoke grenades issued to snipers. Default is 1.
wrm_assaultSmoke “#” – Number of smoke grenades issued to sub machine-gunners and shotgun users. Default is 2.

Clan Settings

wrm_clanTags "abc" – Player names are compared to this setting, character by character. Colors are ignored. The name beginning must match this value to be considered a clan member.
wrm_clanTeam <#> – Use “axis” or “allies”. Whichever team this is set to, non-clan are forced to join the other team.
wrm_clanVote "1" – Only clan members can initiate a vote.

Admin Tools
These settings are for server admins to use through console:
wrm_killPlayer <#> - Manually kill a player and prevent them from respawning for the duration of wrm_killTKTime. The value is the player’s ID number.
wrm_freePlayer <#> - Manually allow a player to respawn if they are waiting for the time limit of wrm_killTKTime to run out. The value is the player’s ID number.
wrm_switchTeam <#> - Forces a player to switch teams. The value is the player’s ID number. -1 will force all players to switch teams.
wrm_ceaseFire “1” – Turns on cease fire mode. All players will have their weapons drop until cease fire is turned off.


3. Gametype Changes

Search and Destroy

wrm_showBombTimers “1” – Bomb timers are off by default. Use this to display timers. Even when off, timers will display when a player is defusing the bomb.
wrm_bombPlantTime “#” – Seconds to plant a bomb. This value is randomized slightly, give or take 3 seconds.
wrm_bombDefuseTime “#” – Seconds to defuse a bomb. This value is randomized slightly, give or take 3 seconds.
wrm_forceBombZone “abc” – Use “A”, “B” or “random” to have only one objective. “A” will force objective A to always be the objective, “B” will force objective B to always be the objective, and “random” will randomly determine which objective will be used.
wrm_oneBombZoneChance “#” – Percent chance of having only one bomb zone, randomly chosen, if wrm_forceBombZone is not being used.
wrm_attackingTeam “abc” – Use “axis”, “allies”, “random” or “kingofthehill”. Of course, using “axis” or “allies” forces that team to always attack. Using “random” will randomly choose the attacking team each round. Using “kingofthehill” will randomly choose the attacker for the first round and then the winner of each round defends for the next round.

Capture the Flag

wrm_ctf_respawnDelay “#” – Number of seconds before a player can respawn. Default is 10.

Tactical Capture the Flag
This is a new gametype based on Capture the Flag. It replaces the stock CTF gametype simply by turning the value on.

One team attacks, taking their own flag and trying to place it on the enemy flag pole. The other team cannot move their flag, but they can return the attacker’s flag if they touch it. Every five minutes the defenders manage to hold their territory, they are awarded 1 point. If the attackers succeed in capturing the territory, they are awarded 1 point and must defend their flag while the other team attacks. Spawnpoints switch appropriately.

wrm_tacticalCTF “1” – Turns on Tactical CTF mode for CTF maps.
wrm_tacticalCTFFlagTeam “abc” – When set to “axis” or “allies”, that team starts as the attacker. Otherwise the attacker is randomly chosen when the map starts.

Headquarters

wrm_hq_respawnDelay “#” – Number of seconds before a player can respawn. Default is 10.

4. Known Bugs

- The weapon menu does not update as quickly as it should. Some weapons may be available but are not showing up. This is a timing issue that I am still narrowing down.

5. Credits

Developers: Wolfsbane and Slipstick

WRM Research and Development Team: Incanus, Boss, Taxi, Popeye, Ol’OneEye, Granpa-Jo and S1lent0ne.

Big thanks to the [1stSF/SS] Tactical Realism clan, of which the entire WRM Development Team are members. This mod was originally designed for our clan which continues to be the best source of suggestions and realism information.

Outside Help:

Thanks to the modding community in general, and the folks over at IWNation in especially, in particular Bell, Wanna Ganoush, Bullet-Worm, and Chris_P.

Also a huge thank you to Etromania, f1shlips, the Holy Land Clan for helping with extensive linux testing, and of course PoolMaster for getting the first versions of the mod off the ground in the first place.


Forgive us if we forgot to mention your name! But by all means, let us know, too!


6. Contact Information

We are very open to any suggestions the CoD community has to offer. If you think we need something in with the mod, especially if it will help us create a better realism experience, please contact us!

All questions and comments can be directed to:
E-Mail: wrm@1stsfss.org

Wolfsbane's Contact Info:
E-Mail: wolfsbane64@msn.com (and for MSN contact)

Slipstick's Contact Info:
E-Mail: slipstick@1stsfss.org

Private Messaged at:
http://www.1stsfss.org/

Download this file | Go to files list