
Medal of Honor: Allied Assault Mods (MOHAA)
Discover and download community-created modifications to enhance your Medal of Honor: Allied Assault experience.
103 Mods Found

Motorpool alpha
# MOTORPOOL OBJ ALPHA ## About An unfinished atempt at making a Multiplayer Objective map based on the Singleplayer level "Sabotage the motorpool". I don't have time yet anymore to progress, but others might want to test it or do a fork. ## Included - A .bsp file to test: - only basic texturing and lightning - crude brushes - no manvis - should be playable on old hardware - testable objectives - A .map file for editing - a few custom textures/sounds, mostly made from public domain sources. ## instalation and usage Place user-motorpool-alpha.pk3 into your client main folder and also on your server main folder. For rcon enabled servers: rcon map obj/obj_motorpool_alpha ## Usage and permission Feel free to distribute, modify, and share this piece of work. ## Credits Architecture, Sounds, Textures, Scripting, are mostly from 2015 with afew new bits.

Bazooka Med Easter Egg
Original Easter Egg made by the MOHAA Developers. Easy launchable pk3 file made by ley0k / ldvc. How to launch this? - Place the pk3 file into your mohaa\main folder - Open the game - Open console and type: map exec_med or - Open console and type: maplist - Then double click: exec_med.bsp __________________________________________ Yes, you can successfully escape Bazooka Med, via various ways :) Either by not being found at all, or being found but he misses all his shots to kill you. I myself have found probably 13 spots by now. So give it a try for yourself! With this mod, you'll be able to try it non-stop :)

M6l2a Hellzfire Modded
A singleplayer map (M6L2A) modded for MP use.

Lueg Freeze Tag Locations
--[LUEG]-- Freeze Tag Locations for maps: Brest, Verschneit, Stadt Add locations in the mapdescription script of your freeze-tag mod
Midgets Giants Mod
A server-side mod that adds spots to the map that will transform you into either a Midget or a Giant when you stand on them (see screenshots in the download to view all the locations in all stock maps for this).
Guided Missile 1
Another Guided Missile mod for MOHAA. There are 2 in the Database. This will make you able to use a guided missile to hunt people down.
Guided Missile
A mod that allows you to use a Guided Missile to kill enemies.
Christmas Tree Generator Final
Christmas Tree mod; by Sor -------------------------- Based on Elgan's Christmas Tree mod and with the help of jv_map! Follow the instructions below along the beautiful ASCII scenary! Included custom coronas by BdBodger! Date: 19 / 12 / 2010 (DD/MM/YY) Version: ALPHA
Modded SP MP Maps Package
I collected a bunch of (modded) SP to MP map conversions and added them to one package. Note: None of these files are mine or made/modded by me. I will try to give credits to all those that deserve it, however I couldn't track the creators of all files. Some of the files might not work properly or aren't finished, but who knows, someone might still benefit from them or edit/complete them. Files: zzzzzzmap_m2l3m2l2am6l3b_v12.zip - by Stoobing zzzzzzmap_m2l3m2l2am6l3b.zip - by Stoobing zzzzz-rats-in-a-trap_m4l3.pk3 - by ViPER zzzzz-m6l1a_shock+aweTEST.pk3 - by FUNGUS zzzzz-m1l3c_conversion.pk3 - by ViPER zzzzz-gas-facility_m6l3d.pk3 - by ViPER zzzzz-Gain_Ground_mod.pk3 - by ViPER ZZZZZ_SFX_E1L3_MP.pk3 - by Cobra & ViPER zzzzm5l1b.pk3 - by Cobra zzzz{sfx}m6l2a.pk3 - by SFX zzz-VIperst1l1.pk3 - by ViPER ZZZ_M5L1B_FT.pk3 - by {**CD**} psychotoxic ZZZ_M4L0.pk3 - by Unknown ZZZ_M3L3_SFX_Para_Demo.pk3 - by SFX ZZZ_M1L2B_OBJ.pk3 - by Cobra zzz_AA_SP-2-MP_maps.pk3 - by Unknown User-Vince-m4l2.pk3 - by Vince user_M2L1_obj.pk3 - by Phil m5l3.pk3 - by 88china m4l0.pk3 - by Unknown m1l3c_viper.pk3 - by ViPER m1l3b.pk3 - by Cobra Kind Regards, Shadow
Flots Single Player Conversions v10
FLOT's Single Player Conversions v1.0 - Readme file ======================= Thank you for downloading my mod! Contact info: email: admin@flotserver.net url: www.flotserver.net X-Fire (www.xfire.com): grosskopf First, credit where credit is due: Thanks go out to Falc for converting: M1L2A, M2L1, M3L3, M4L3, M5L1A, M5L1B, T1L1, T2L4 Thanks go out to (+)RW(+)blmeanie for converting: M6L2A Thanks go out to PoSSe9939 for converting: M4L2 Thanks go out to Creaper: M4L1, M5L2A Thanks go out to Sweetrobot: M4L0 My original conversions: M2L2A, M6L2B, T1L2, T1L3, T3L1 Included with this mod should be two sound fixes. (name here) is server side. This will fix issues with some of the single player sounds on the server side of things. (name here) is the client side fix. This is Falc's single player sound fix with a slight modification that makes it so you hear the "radio" sound when you chat in the game. This file is for those sounds that can't be fixed server side. Notes: 1. This mod contains the following single player maps, ready to be played: M1L2A, M2L1, M2L2A, M3L3, M4L1, M4L2, M5L1A, M5L1B, M6L2A, M6L2B, T1L2, T1L3, T2L4. T3L1. I took all of the single player maps that I run on my server and added rotating spawns to help limit spawn killing. 3. Not all of the maps have Free For All spawn points. I run TDM and that's what I've focused on. Feel free to add them to the maps. Installation: Put it in your server's mainta directory and restart your server. If you use other single player map conversions that run the same maps, move them out of your server's main, mainta or maintt directory (whichever is applicable). If you need any help, feel free to email me.
Player Spotlight
// To use this script, make script_models with model miscobj/searchlightbase.tik and give them // all the same targetname .You can also give the spotlights health and color .Then execute the script like this . // // local.s1 = spawn script_model model miscobj/searchlightbase.tik origin ( 4056.53 -4411.25 216.13 ) // local.s1 angles ( 0 205 0 ) // local.s1 targetname myspot // local.s1.color = ( 1 1 0) // local.s1.health = 100 // // exec global/player_spotlight.scr mytargetname // // When a player press the use key down it lights up, and it goes off when use is pressed again . // It will follow the players view while it is on.
Flakfire
Sample script for mohdm4 add the following lines to dm/mohdm4.scr local.flakbase = spawn models/statweapons/flak88base.tik local.flakbase.origin = ( 18.860 2906.859 240.125 ) local.flakbase.angles = ( 0.000 270.242 0.000 ) local.flak = spawn models/statweapons/flak88turret.tik targetname flak88 local.flak.origin = ( 18.860 2906.859 296.125 ) local.flak.angles = ( 0.000 270.242 0.000 ) local.flak exec global/flakfire.scr
Global Plane Strafe Script 2
This is my global strafeing script . It is simular to the global/bomber.scr but for strafeing and bombing . It is easy to use and setup . It has lots of defaults so you can have it ready to go in a very short time . To use it all you need to do it make a path useing info_spline pathnodes the same as you would do in the global/bomber.scr . All you need to do is put this in your level.script exec global/strafe2.scr The first node must have a targetname of strafe_path and you must give all the nodes on the same path a set number . If that set number is 1 for example then your script might look like this main: level.script = maps/mymap.scr . this is for useing the setthread key exec global/strafe2.scr this sets up the script and numbers the nodes thread global/strafe2.scr::strafe 1 this spawns the plane and begins the strafeing run end Now for the options . You can also use the plane that you choose as well by setting the mdl key just like the bomber.scr and my special touch you can use a script model as the plane as well like you see in the picture on the top . There are keys that you can set on any of the nodes to turn the guns on or off , have the plane drop a bomb either on a target or not , change the scale of the plane and/or the bomb , you can run a thread in your level script at any of the nodes , you can run a thread in your level script when a bomb is droped , you can make the plane bomb every time it is spawned or set how often you want it to bomb or even set it to randomly choose to drop a bomb or not . You can even choose the explosion to use when the bomb drops . As well you can setup kill zones useing trigger and if a player is in the zone he becomes the bomb target . All you need to do is make a trigger with the targetname of stkillzone and have it target one of the nodes on your path . example of a spawned kill zone :( see sample script for test_strafe.bsp ) exec global/strafe.scr local.zone = spawn trigger_multiple targetname "stkillzone" local.zone setsize ( -100 -100 -100)(100 100 100) 200x200 local.zone.origin = (1389.58 623.78 -94.88) local.zone.target = level.strafenode[1][2] local.zone2 = spawn trigger_multiple targetname "stkillzone" local.zone2 setsize ( -100 -100 -100)(100 100 100) local.zone2.origin = (2108.30 107.64 -94.88) local.zone2.target = level.strafenode[3][4] thread global/strafe2.scr::killzone Here are is a list of keys you can use look at the docs for an explanation of the keys --------------------------------------------------------------------------------------------------- First info_splinepath node keys --------------------------------------------------------------------------------------------------- Key:$targetname Value: strafe_path ( not optional ) Key:#set Value: ( set each each node to same set# each path to a different set # ) Key:$mdl Value: ( Plane model default vehicles/p47fly.tik) Key:$scrplane Value: ( Script object brush model for plane instead of $mdl ) Key:angles Value: ( pitch yaw roll ) Key:#planescale Value: ( plane scale default 1 ) Key:#gunangle Value: ( gun pitch angle default 30 ) Key:#guns Value: ( guns on or off (1,0) default 1 on ) Key:#sideoffset Value: ( gun offset from center * #planescale( damage trigger 100x100 * scale on center ) default 70 ) Key:#forwardoffset Value: ( gun forward offset from origin default 100 ) Key:#heightoffset Value: ( gun height offset from origin default 0 ) Key:#damage Value: ( health when new plane spawned or after plane death default 1000) Key:#destroyable Value: ( 1 destoyable 0 not destroyable default 1 overrides #damage ) Key:$planeexpmdl Value: ( plane explosion emitter default animate/fx_mortar_higgins.tik) Key:#planeexpscale Value: ( plane explosion scale default 1 ) Key:#pause Value: ( optional time to wait after spawn before flying in sec ) --------------------------------------------------------------------------------------------------- All info_splinepath nodes keys ( read from node ) --------------------------------------------------------------------------------------------------- Key:#set Value: ( set each each node to same set# each path to a different set # ) Key:$setthread Value: ( optional level.script thread to run when plane flys over node passes #set and #node to thread ) Key:model Value: ( optional editor model ( editor only )) Key:#planescale Value: ( optional new plane scale ) Key:#bombstart Value: ( optional spawn # delay for bombing if #bomb or #singlebomb set ) Key:#bomb Value: ( optional value for bombing every # spawns (after #bombstart if #bombstart set)) Key:#singlebomb Value: ( optional value for single bomb drop , resets #bomb to NIL after bombing can be used with #bombstart ) Key:#randombomb Value: ( optional Value for random bombing chance of bomb 1 to #randombomb ) Key:$bombtarget Value: ( optional entity targetname for bombing ( is reset to default bombing angles or $statictarget after bombing)) Key:$statictarget Value: ( optional entity targetname for bombing ( is not reset to default and is overridden if $bombtarget set)) Key:$bombmodel Value: ( optional model for bomb default ammo/us_bomb.tik ) Key:#bombscale Value: ( optional bomb scale set each node default 1 ) Key:bombsound Value: ( optional sound for dropping bomb default drop_bomb ) Key:bombdamage Value: ( optional bomb damage default 500 ) Key:bombradius Value: ( optional bomb damage radius default 500 ) Key:$expmodel Value: ( optional explosion model for bombing default models/emitters/explosion_mine) Key:#expscale Value: ( optional explosion model scale set each node default 1 ) Key:$bombthread Value: ( optional level.script thread to run after bomb explosion passes #set and #node to thread) Key:#guns Value: ( optional value to start/stop guns fireing ( 1 on 0 off )) Key:#gunangle Value: ( optional new gun pitch angle ) Key:speed Value: ( optional new speed setting at node default 1 or speed set in editor ) --------------------------------------------------------------------------------------------------- Level Nodes ( Keys can be changed by script see Keys above ) --------------------------------------------------------------------------------------------------- level.strafenode[set #][node #].origin ( node origin ) level.strafenode[set #][node #].angles ( node angles ) level.strafenode[set #][node #]. ( read from node each flight ) level.startbomb[set #][node # ] ( Stored after node setup can be changed to delay ) ( bombing or set #bomb Key to NIL to stop bombing ) level.index[set #][node #] ( counter for #bombstart and #bomb key , 1 to ) ( startbomb then 1 to #bomb )
Frosty Snowman Script
// Frosty the Snowman! // by Sor // --------------------- // Spawn a kind snowman in your map but if someone tests his patience he // will fight back! You can make him drop gifts (healthpacks), make him smoke // cigarettes and even make him talk!! // // USE: // ---- // thread global/snowman.scr::frostman // // - Origin: ( X Y Z ) Location in the map // - Angles: ( X Y Z ) Direction he's facing // - Team: ( String ) Choose "axis" or "allies" this is ONLY for the speech // - life: ( Integer ) How many times can Frosty get shot before he dies? // Use 9999 or something to make him invincible. // - Scale: ( Float ) Scale of the model? // - Model: The model of frosty; default: "player/german_Winter_1.tik" // // OPTIONS: // -------- // level.frosty_gift = does frosty need to drop gifts (healthpacks)? // level.frosty_talk = may frosty say things? // level.frosty_smoke = can frosty smoke?

Teleporter Map Mod
/////////////////////// Teleporter-Mod1.0-FINAL made by damn79 8/2006 /////////////////////// Serverside Teleporter-Mod for Admin use only! This mod add Teleporter to all Stockmaps. Teleporter-Mod works correctly in FFA, TDM, RBM, OBJ and TOW gametype. Make sure this is the last file in your mainta folder if not the white spot can not be cached from server. //mohdm1 - Southern France - 6 Teleporter //mohdm2 - Destroyed Village - 8 Teleporter //mohdm3 - Remagen - 5 Teleporter //mohdm4 - The Crossroads - 5 Teleporter //mohdm5 - Snowy Park - 4 Teleporter //mohdm6 - Stalingrad - 4 Teleporter //mohdm7 - North Afrika - 4 Teleporter //Spearhead Maps// //Bahnhof - 5 Teleporter //Bazaar - 4 Teleporter //Brest - 6 Teleporter //Gewitter - 1 Teleporter //Holland - 4 Teleporter //Malta - 1 Teleporter //Stadt - 3 Teleporter //Unterseite - 0 Teleporter //Verschneit - 3 Teleporter //Objective Maps// //obj_obj_team1 - The Hunt - 3 Teleporter //obj_obj_team2 - V2 - 2 Teleporter //obj_obj_team3 - Omaha Beach - 3 Teleporter //obj_obj_team4 - The Bridge - 5 Teleporter //NOTE: Map mods like Mefy Freeze-Tag or car addons will NOT work. Add the teleporter script to your map script inside yourmod.pk3 if you want to play Freeze-Tag or custom map mods with Teleporter. Report bugs to damn79@gmx.net
Medal of Honor: Allied Assault Mods (MOHAA) — Complete Community Archive
Welcome to the premier repository for Medal of Honor: Allied Assault mods. Since the game's groundbreaking release in 2002 by 2015, Inc. and EA, MOHAA has inspired one of the longest-standing modding communities in first-person shooter history. MOH-DB preserves, categorizes, and serves over 1,600 verified community modifications, custom enhancements, and competitive utilities for Allied Assault, Spearhead, and Breakthrough.
Explore MOHAA Mod Categories
Player Skins & Uniforms
Over 700 historically accurate and creative player uniforms for Allied and Axis factions. Equip authentic U.S. Army Rangers, 101st and 82nd Airborne paratroopers, British Commandos, Soviet Red Army conscripts, Wehrmacht Heer infantry, Fallschirmjäger, and Waffen-SS camouflage patterns, as well as classic community clan skins.
Weapon Models & Reskins
Enhance your WWII arsenal with ultra-detailed weapon replacements and high-resolution textures. Popular downloads include authentic wood-finish Kar98k sniper rifles, realistic metallic sheen M1 Garand models with classic "ping" animation refinements, Thompson submachine guns, MP40s, BAR 1918 rifles, and custom iron-sight alignments.
Soundpacks & Realism Audio
Transform the sonic atmosphere of Allied Assault. Replace compressed 2002 Quake-engine sound effects with cinema-grade gunfire recordings, authentic distant artillery rumblings, terrifying Stuka dive-bomber sirens, supersonic bullet cracks, metal ricochets, and remastered German and American voice callouts.
HUDs, Menus & Crosshairs
Modernize the in-game interface for 1080p, 1440p, and 4K widescreen displays. Download minimalist competitive heads-up displays, custom dot and crosshair overlays, cleaner compass indicators, redesigned main menus, and unobtrusive health and ammunition counters favored by competitive league players.
Server Utilities & Admin Scripts
Run resilient, modern multiplayer game servers with essential server-side utilities. Includes automated map rotators, anti-cheat detection tools, voting scripts, custom match timers, ping balancers, and administrative rcon managers designed for dedicated servers running 24/7.
MOHAA Reborn 1.12 Community Patch
The gold standard community patch for modern MOHAA servers and clients. The Reborn 1.12 patch resolves legacy buffer overflows, fixes client query exploits, expands internal script limits for complex mods, and provides a built-in server browser to replace the defunct GameSpy master server.
How to Install MOHAA Mods: Quick Guide
Identify Your Target Directory
MOHAA stores all game assets in subfolders inside the root installation directory:
- MOHAA (Base):
.../MOHAA/main/ - Spearhead:
.../MOHAA/mainta/ - Breakthrough:
.../MOHAA/maintt/
Paste Without Extracting
Download the mod archive from MOH-DB. If it is zipped (.zip or .rar), extract the enclosed .pk3 file. Place this .pk3 directly into your game's /main/ folder.
How to Remove or Troubleshoot
To remove any mod, simply delete its .pk3 file from the /main/ folder. The game will immediately return to stock behavior without reinstalling.
Frequently Asked Questions about MOHAA Mods
To install MOHAA mods, copy the downloaded .pk3 file directly into your Medal of Honor Allied Assault installation folder under /main/ (or /mainta/ for Spearhead, and /maintt/ for Breakthrough). You do not need to unpack or extract the .pk3 archive—the game engine loads it automatically upon launch.