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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
MOHAA
Map
Bazooka Med Easter Egg
MOHAA
Map
Shootable Flak 88
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Minesweeper Tank SH
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
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Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
F
FLOT21/12/2016

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.

Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
Vault Archive (.PK3)
MOHAA
Map
B
Bdbodger20/12/2016

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 )

Vault Archive (.PK3)
MOHAA
Map
Teleporter Map Mod
MOHAA
Map
Community Guide & Documentation

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

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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.

Allied & Axis Factions700+ Files
🎯

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.

Kar98k, Garand, ThompsonHigh-Poly & HD
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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.

Dynamic Battlefield FXLossless Audio
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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.

Widescreen & 4K FixesCompetitive UI
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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.

Admin & Dedicated ServersRcon & CVARs
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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.

Security & Modern MasterEssential Patch

How to Install MOHAA Mods: Quick Guide

Step 1: Locate Game Folder

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/
Step 2: Copy .pk3 File

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.

Important: Do not unzip or unpack the .pk3 file itself. The game engine treats .pk3 files as native virtual archives.
Step 3: Uninstall & Compatibility

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.

Compatibility: Mods built for base MOHAA (v1.11) generally work in Spearhead (v2.15) and Breakthrough (v2.40), but expansion-specific weapons or skins must be placed in their matching folder.

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.

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