Back to Medal of Honor: Breakthrough

was reading the rules...

Historical capture recovered from the Wayback Machine · captured 2005-03-31 · 13 posts
...and i know it's been discussed before, but:

set sv_dmspeedmult 1.100000 ......should be 1.0 ???


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Pain stains the carpet when you run into us.
Kearns? Spaz? Anyone??

Just asking because it is 1.0 on the SH ladders...

Also, has anyone ever considered increasing the sv_team_spawn_interval for Omaha?
I find this thread hard to believe:

1) I didn't know Ruiner could read.

ii) This is what I get when I click on the Breakthrough objective ladder rules:



MOH:BT Objective 7v7

Unable to find requested rule set.

Somebody might want to look into that.
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Pain stains the carpet when you run into us.
I know the admins are volunteers but when the rules are almost a cut and paste of the AA and SH rules you would think that it wouldn't be too hard to have them in place prior to the ladder opening.

It might also be prudent for the admins to take a quick look at them prior to posting so that any non-relevant information can be removed (e.g. Ardennes and Berlin mods from the TOW rules).
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Pain stains the carpet when you run into us.
Originally posted by: [DR]RUINER[SS]
has anyone ever considered increasing the sv_team_spawn_interval for Omaha?


I think that's a great idea. Sorry that I didn't think of it first. Omaha is one of my favorites and, in my opinion, a neglected map.




________________________________________________________________________________________

T. Wrecks
News Staff Manager
Teamwarfare News Team
WE WANT OMAHA!

My first OBJ match on Spearhead was Omaha - Yes, when Spearhead Realism opened up, Omaha was in the rotation. The map ended, quite predictably with a score of 3-3 and an entire hour of my life was wasted.

Now, I do owe everyone an apology for not having the rules ready before the ladders were open for sign up. My only excuse is that I had some family issues to deal with that took me away for over a week. When I returned, I had to deal with the stuff piled up at home. To top it all off, my team just got a dedicated server and Im doing all of the admin work for that, too. There just isnt enough time in the day.

I just spent the better part of the day editting all the rules for all the Breakthrough ladders. There is a lot more to it than just cut and paste. Anyway, the rules should be complete, with a few minor changes, such as which maps will be in the rotation and getting that stinking dmflag to let all you leaners twist your backbone (if anyone knows the dmflag to enable leaning while moving without affecting any other parameter, please post it). Without double checking, I believe I did make all of the speedmult settings 1.0.

Please - Read the Rules and if you find anything that doesnt seem right, post it here.

Jafo - are the Ardennes and Berlin mods no longer necessary? We want to keep the concept that the winner is the one with the majority of objectives. Ive been so busy, I've had about 3 hours total playing time on Breakthrough.
The Ardennes and Berlin mods are necessary but I believe they will have to be updated for BT. I know when the 2.15 patch came out for SH the Berlin mod needed some adjustments so you may want to investigate if that needs to be done for BT or if the existing mod will work. Unfortunately I do not have BT yet so I haven't tested it myself.
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Pain stains the carpet when you run into us.
thanks dude - another item on my list - heh.

We'll check it out
Originally posted by: Cpt Kearns
(if anyone knows the dmflag to enable leaning while moving without affecting any other parameter, please post it). Without double checking, I believe I did make all of the speedmult settings 1.0.

Please - Read the Rules and if you find anything that doesnt seem right, post it here.

Breakthrough DM flags by blasney


// dmflags -- flags that can be set in the dmflags variable.
// DF_NO_HEALTH (1 << 0) 1
// DF_NO_POWERUPS (1 << 1) 2
// DF_WEAPONS_STAY (1 << 2) 4
// DF_NO_FALLING (1 << 3) 8
// DF_INSTANT_ITEMS (1 << 4) 16
// DF_SAME_LEVEL (1 << 5) 32
// DF_NO_ARMOR (1 << 11) 2048
// DF_INFINITE_AMMO (1 << 14) 16384
// DF_NO_FOOTSTEPS (1 << 17) 131072
// DF_ALLOW_LEAN (1 << 1 262144
// DF_OLD_SNIPERRIFLE (1 << 19) 524288
// DF_GERMAN_SHOTGUN (1 << 20) 1048576
// DF_ALLOW_OLDMAP_MINES (1 << 21) 2097152
//
//Weapon Bans are also part of dmflags
//rifle (1 << 22) 4194304
//sniper (1 << 23) 8388608
//smg (1 << 24) 16777216
//mg (1 << 25) 33554432
//rocket (1 << 26) 67108864
//shotgun (1 << 27) 134217728
//landmine (1 << 2) 268435456

set dmflags XXX

Also was curious on how the Liberation ladder/rules will be done. The rules say this but, it looks like there are 3 maps and 3 sides per each map on the current scheduled matches. Sry if has already been brought up

Type of Game play: Liberation
Number of Maps: 2 (1 Primary, 1 Tiebreaker}
Number of Squads: 2
Members per Squad: 7
Map Rotation Time: 30 Minutes
Time Limit: 10 Minutes per round

How you win: The winner is the determined by adding the total number of rounds won after each team plays both Axis and Allies on the Primary map.

Ties: In the event of a tie, a tie breaker round will be played. This map is selected by the Attacker with the Side being selected by the Defender. It will be played in Standard fashion with the first team to win 2 rounds as the winner.

Map Selection is Random-Attacker
Side Selection is Both-Defender

Defender will play Axis first on the Primary map.
Post edited by {UNO}ATRAIN at 10/9/2003 12:42:45 PM
The rules are the way the ladder should be played. Apparently there was some miscommunication on the map selector.

For the time being, until I can get things straight. Play the first map as the primary map and the last map as the tiebreaker. Im assuming that the defender does get to choose the last map, right?
btw, I checked berlin mod last night and it did not work, so ignore that portion of the TOW rule set - I'll change it after lunch

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