
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
Christmas Tree
// This file contains the instructions for the tree. To tell it how to display and what to to do. // This file is part of the christmas mod. It is executed by christmas.scr. /*.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:. Christmas Mod Pattern file _...Q._ .' '. / \ ;.-""""--.._ | /'-._____..-'\| .' ; o o |`; / /| () ; \ _.-, '-' ; '.__.-' \ \ .-"`, | \_ / `'` '._`.; ._ / `'--.,_=-;_ \ \| `\ .\_ /` \ `._ \ \ `/ ``---| \ (~ _______________________ \ \. | o , \ (~ (~ |.---------------------.| \ \`_\ _..-' \ (\(~ || Released 23/12/2005 || \/ `` / \(~/ || Updated: 05/12/2006 || \__ __..-' - '. || By Elgan Sayer || \ \``` \ || www.mods-r-us.net || ;\ \o ; || Merry Christmas || | \ \ | ||_____________________|| ; \ \ ; '-----------..----------' \ \ \ _.-'\ / || '. \-' \ .' || _.-" ' \-' .-||-. \ ' ' ' \ '..---.- ' \ ' ' _.' \' ' _.-' \ _.-' ` By editing this file, you can create different looks for your christmas tree. You can also setup from this file how you want it to flash, blink, animate itself. .:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:._.:*~*:.*/ //======================================================== // Added 05 December 2006 // // * Spiral Now works with "pattern" colour type also. // * Tree is not scaleable with default base scale // settings. level.work_out_dimensions must be set 1 // for the tree to work out its dimensions. This is // so u can edit the look of the tree further. wha // * For fun and guessing demand. Added lights like // from swedish god Ric-Hard's mod. With the lense- // flare and all. Tho these are not reacomended for // tree use. They are in by default anyway. // * Added some more options as settings to the "scale" // part of the tree pattern file. // // //======================================================== //======================================================== // Contact Information // // E-mail: Elgan.sayer@gmail.com // Website: http://www.mods-r-us.net // // Feel free to ask any questions in the forums or by // email. // //======================================================== //======================================================== // scale: This sets up the scale of the tree //======================================================== scale: //Set the dimensions of the tree. THe lights will spawn using these dimensions. // eg, top most lioghts till be at 440 above tree origin. local.tree[height] = 440.00 // Height of the tree local.tree[base_width] = 120 // Width of the base at base height local.tree[top_width] = 20 // Width of the top of the tree local.tree[baseheight] = 140 // Height at which we start drawing lights local.tree[fairy_distance] = 20.0 // Distance fairy is from height of tree local.tree[fairy_light_distance] = 50.0 // Distance fairy light is from height of tree level.work_out_dimensions = 1 //If this is set 1, ALl the above dimensions // are ignored and worked out by the tree scale. // If set to 0, the above dimensions are used. local.tree[scale] = 2 // scale of the tree. local.tree[light] = ( 0 0 0 ) // Light/ snow effect colour at tree local.tree[lightradius] = 000 // Light/ snow effect radius at tree local.tree[model] = "static/tree_winter_midpine.tik" //tree model end local.tree //======================================================== // decorate_pattern: This sets up how the tree looks // when it spawns. What the colour's // are and in what way they spawn. //======================================================== decorate_pattern: /* // The following are a list of threads that exist inside the Christmas script. //Threads 'spawn_lights_spiral' //========================================================//======================================================== // spawn_lights_spiral: Spawn a loop of lights that spirals down // // spawn_lights_spiral local.clockwise local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale: // // local.rings ( integer ) - How many ring's of light to spawn? // local.degrees_apart ( int ) - The integer in degrees to form the distance between lights // local.clockwise ( integer ) - Spawn them clockwise // local.colour ( String ) - The colour/thread to use to spawn the lights // local.link ( integer ) - If 1 the coronas will link using a func beam // local.linkcolour ( vector ) - Colour to use for the func beam should it be used. // local.numsegments ( integer ) - Number of sections to use for the tree func beams // local.scale ( float ) - Scale for each corona, if NIL, default scale will be used. // // Returns - Array of the coronas spawned //========================================================//======================================================== 'spawn_lights_loop' //========================================================//======================================================== // spawn_lights_loop: Spawn a loop of coronas around // the base of the tree. // // spawn_lights_loop local.rings local.degrees_apart local.colour local.link local.linkcolour local.numsegments local.scale: // // local.rings ( integer ) - How many ring's of light to spawn? // local.degrees_apart ( int ) - The integer in degrees to form the distance between lights // local.colour ( String ) - The colour/thread to use to spawn the lights // local.link ( integer ) - If 1 the coronas will link using a func beam // local.linkcolour ( vector ) - Colour to use for the func beam should it be used. // local.numsegments ( integer ) - Number of sections to use for the tree func beams // local.scale ( float ) - Scale for each corona, if NIL, default scale will be used. // // Returns - Array of the coronas spawned //========================================================//======================================================== // */ // Available Colour Threads // /* 'redcorona' - Red 'orangecorona' - Orange 'regcorona' - White "redlight" - Red light with lensflare "bluelight" - Blue light with lensflare "yellowlight" - Yellow light with lensflare //"whitelight" - White light with lensflare //'utilcorona' - White // Not used 'random' - All the same random colour 'different' - Each colour is different the last 'all_random' - All colours are randomly picked 'pattern' - Use the loop_colour_pattern thread in this file to determine the colour of each ring */ // Edit how you want the tree to look here: //Setup a table to hold the information on the tree lights pattern local.spawn_pattern = makearray //spawn a set of loops //rings? //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas "spawn_lights_loop" "6" "15" "pattern" "1" ( 0.0 0.0 1.0 ) "1" "1" //spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas "spawn_lights_spiral" "0" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "2" //spawn a spiral //clockwise //rings //distance between coronas //what colour to use? //Link with a func beam //Colour of funcBeam //number of segments for fun beam if used //Scale of the coronas //"spawn_lights_spiral" "1" "6" "10" "pattern" "1" ( 1.0 1.0 1.0 ) "1" "1" endarray end local.spawn_pattern //======================================================== // loop_colour_pattern: When spawn_lights_loop is used // with colour 'pattern', the colour // for each ring of lights is pulled // from here // // For each ring the colour at the position in the list // below, that equals the number of the current ring will // be used when choosing a colour for the coronas. // If the amount of rings is greater or less then the // number of colours in the list below. The list will // start again from the beginning. //======================================================== loop_colour_pattern: local.loop_colour_pattern = makearray "redcorona" //- Red "yellowlight" //- Yellow light with lensflare "orangecorona" //- Orange "bluelight" //- Blue light with lensflare "redcorona" //- Red "all_random" //- White "redcorona" //- Red "redlight" //- Red light with lensflare endarray end local.loop_colour_pattern //======================================================== // blink_pattern: Set here ho the tree should blink. // // There are various threads/methods available to blink // the lights and the specific layer of lights in // different ways, at variable settings. // // The list starts from the top and works it's way down to // the bottom. Once it reaches the bottom, it starts again // from the top. This goes on until the level ends. // If a thread is sugested that is in-correct , it will be // skipped. For example if you have no loops and you want // a loop to blink, it cant. // // The following is a list of the threads/meathods you can // use. // // Each thread will have the parameter 'wait', This means // 'wait till done' or wait until this has finished. If set // then the thread will wait until it has finished before // moving onto the next thread. // // // 'wait_for_time' - This tells the loop to wait a // ============== specified amount of time. THis is // the only thread/method that does // not have a wait setting. // // NOTE: There must always be at least one of these // in the blink loop pattern or it will cause // the server to crash. If you have any trouble // of have any questions, feel free to contact // me, ask in the forums. Details on contacting // me can be found at the top of this file. // // time ( integer ) - Time to wait for. // ================================================== // 'loop_all_blink' - This blinks all the lights // on the rings / loops // Parameters: // time ( integer ) - Time to blink for, in seconds. // loop ( integer ) - Which loop to blink. // ================================================== // 'sprial_all_blink' - This blinks all the lights // on the spirals // Parameters: // time ( integer ) - Time to blink for, in seconds. // sprial ( integer ) - Which sprial to blink. // ================================================== // 'random_blink' - This blinks a random light // from all of the lights on the // tree. // Parameters: // time ( integer ) - Time to blink for, in seconds. // ================================================== // 'ring_blink' - This blinks all the lights on a // ring of a given loop. // // Parameters: // time ( integer ) - Time to blink for, in seconds. // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // // ================================================== // 'sequence_ring_blink' - This blinks all the lights // on a given ring in order. // Parameters: // time ( integer ) - Time to blink for, in seconds. // clockwise ( integer ) - Should we go clockwise or // anti-clockwise?, right or // left, arround the ring. // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // 'sequence_spiral_blink' - This blinks all the // lights on the spiral // in order. // // Parameters: // time ( integer ) - Time to blink for, in seconds. // up ( integer ) - This sets should the lights start // blinking from the top, or the // bottom, making them travel up or // down. // sprial ( integer ) - Which sprial to blink. // ================================================== // 'sprial_all_hide' - This hides all the lights // on the spiral. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'sprial_all_show' - This unhides all the lights // on the spiral. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'loop_all_hide' - This hides all the lights // on the loop. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'loop_all_show' - This unhides all the lights // on the loop. // Parameters: // sprial ( integer ) - Which sprial to hide. // ================================================== // 'ring_show' - This hides all the lights on the // ring of the loop provided. // // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // 'ring_hide' - This unhides all the lights on the // ring of the loop provided. // Parameters: // loop set number ( int ) - which loop of rings. set // above, if u have spanwed // 2 sets of light_loops. // the total number will be // 2, putting 1, will mean // you want to blink some // lights in the first loop // you apawned. // ring number ( integer ) - This is the ring number // in the loop of rings you // spawned. For example, if // you spawned 1 loop of 3 // rings, the total ring // number will be 3. // ================================================== // Tip: It is usualy a good idea to have the last // section wait till finish. //======================================================== blink_pattern: // Edit how you want the tree to animate and blink here: local.blink_pattern = makearray //Thread to run // Wait //blinka all lights in spiral //wait for me to finish //Time to stay blinked for //sprial set number "spiral_all_blink" 1 1.15 1 //blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 1 //blinka lights in spiral //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 2 //blinka lights in ring //wait for me to finish //Time to stay blinked for //clockwise //loop set number //ring number "sequence_ring_blink" 0 0.05 1 1 3 //hide all sprial lights //wait for me to finish //sprial set number "spiral_all_hide" 1 1 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 4 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 5 //blink a ring in loop //wait for me to finish //Time to stay blinked for //loop set number //ring number "ring_blink" 1 0.10 1 6 //blink a ring in loop //wait for me to finish //sprial set number "spiral_all_show" 1 1 //Special thread to cause a pause. NOTE: You can increase the time, you can decrease the time. You can add more wait_for_time threads. // however, You MUST NOT remove this. There must always be at least one wait_for_time, or the server will crash. "wait_for_time" 0.60 endarray end local.blink_pattern
Nami Lift v10
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]//// /////[]/MODS BY NAMI/////////////////////////email me at= pc.freak.95@hotmail.com//////////////////////////////////////[]//// /////[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]//// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //=========================================================================================================================// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ** * * ** ** *** // // * * * * * * * * * * // // * * * * * * * * * * // // * * * ******* * * * * // // * ** * * * * * // // * * * * * * *** // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //=========================================================================================================================// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////!! PLS Do-not Change Any Of The Below Script ! Unless You Understand It ! And Know What Your Doing !!////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////!! Have Fun And Alway's Share !!////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //exec global/namilift.scr ( 3748 2803 -283 ) //hunt coords 1/ to setup the elevator , just go to the desired spot , open console/type in..... coord & enter , wright down the coords. 2/ open your map.scr with a notepad editor and add this line under level waittill prespawn /-----> exec global/namilift.scr ( 0 0 0 )

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.