Mods Hero

Medal of Honor: Allied Assault Mods (MOHAA)

Discover and download community-created modifications to enhance your Medal of Honor: Allied Assault experience.

1676 Mods Found

Vault Archive (.PK3)
MOHAA
Gametype
Vault Archive (.PK3)
MOHAA
Smoke
Vault Archive (.PK3)
MOHAA
Gametype
Vault Archive (.PK3)
MOHAA
Gametype
V
ViPER04/07/2015

Strategic Hold V50

Teams fight to hold strategic positions in the map for points. The FFA version is King of the Hill hold. Global script - add hold positions to your maps. Here are ViPER's Strategic TDM mods. there are over 100 locations all usuable in three gametypes. I've set the mod in a global.scr so it will be easy to make your own STDM mods by using the provided template (bottom). I've added the compass arrow feature to point to the strategic positions (SH and BT only - so i made a marker that highlights the area in color and an additional text string for detailed directions for AA users was added) I added a check position feature - players in the trigger area can press use to get confirmation that they are in position. there are many options to add weapons and health to the position. added a mod rotation feature so the mod can rotate on/off and/or through the different gametypes. Also added a winning team Checker to the scoreboard and a few other features. (below) This mod pak is geared to TDM game play. However, I have taken care to merge the mods into the existing scripts so you can turn the mod off and run whatever. *************** ***Thank You*** *************** Thanks to Ivan the Terible for the v2 rocket launch mod. Thank you Jv_map, BDbodger, Ric-hard, Bjarne BZR, tltrude and Elgan for your help! Thanks to all at .map and TMT for your help! Thanks to Sorridstroker for his conversions and the ladderspawn Thanks to The War Legends for testing this. And Thanks to Darkshot for introducing me to the game. ****************** ***instructions*** ****************** place in aa- main (not tested serverside) sh- mainta bt- maintt (not tested serverside) ******************** IMPORTANT!! ******************** Set hold 1 in console and restart or set it in your server.cfg to turn on ************************* The default is a passvie gametype "Strategic-Team-Match" ***STRATEGIC TEAM MODS*** This mod creates a strategic point of interest in the map! ************************* Teams fight over the position to score points to win. set hold 1 // 1 = on // 0 = off (default) in console and restart, or set hold 1 in your server.cfg ********************** "Strategic-Point-Match"- first team to hit point limit wins. ***POINT MATCH MODE*** points needed to win and time for point can be preset for each location. ********************** timelimit can be preset or turned off. set hold 2 - restart ******************************* For the seasoned pros !! This is similiar to point-match. ***STRATEGIC IMPERATIVE MODE*** The hold time is increased (min 60 secs) and the first ******************************* team to score wins! set hold 3 - restart ********************** ***rotate mod/stock*** ********************** set modrotation // you can set the mod to rotate on / off or or between gametypes println "modrotation 0 = rotate off" println "modrotation 1 = rotate off/hold 1" println "modrotation 2 = rotate off/hold 1/hold 2" println "modrotation 3 = rotate off/hold 1/hold 2/hold 3" println "modrotation 4 = rotate off/hold 2" println "modrotation 5 = rotate hold 1/hold 2" println "modrotation 6 = rotate hold 1/hold 2/hold 3" println "modrotation 7 = rotate off/hold 3" println "modrotation 8 = rotate hold 2/hold 3" *************************** ***flashing team Balance*** Warns when the teams are uneven / 4 point spread *************************** teambalance 0 = off ************************* ***flashing team icons*** the hud team icons flash in real time when the trigger is ************************* occupied. this feature can be turned off/on set flashing 1 // 1 = on (default) // 0 = off ****************** ***MESSAGE LOOP*** Turn off all the annoying noob messages! ****************** set messageloop 1 // 1 = on (default) // 0 = off **************** ***Add Marker*** Turns on a glowing light effect to help highlight the strategic position **************** set addmarker 1 // 1 - 7 = on // 0 = off (default) set addmarkersize default is 320 **************** ***Add Health*** Puts a 100 health pak in the strategic position **************** set addhealth 1 // 1 is 100 / 2 is 50 / 3 is 25 // 0 = off (default) ***************** ***Add weapons*** Puts weapons in some of the strategic positions (local - not global feature) ***************** set addweapon1 1 - 36 // 1 = on // 0 = off (default) set addweapon2 1 - 36 // 1 = on // 0 = off (default) set addweaponrandom 1 = on / 0 = off // random weapon set addweaponrifle 1 = on / 0 = off // random bolt rifle set addweaponsniper 1 = on / 0 = off // random sniper rifle set addweaponauto 1 = on / 0 = off // random auto set addweaponspecial 1 = on / 0 = off // random special set addweaponpistol 1 = on / 0 = off // random pistol set addminedetector 1 = on / 0 = off // random MD (breakthroughonly) set addnades 1 = on / 0 = off // set addmg42 1 = on / 0 = off // ******************** ***dynamic spawns*** ******************** set dynamicspawns 0 // will turn off dynamic spawns and related hud in tow and lib maps ****************** ***combinations*** ****************** set holdobj 1 adds hold gametype to obj maps set holdtow 1 adds hold gametype to tow maps set holdlib 1 adds hold gametype to lib maps println "objoff 1 = obj off / 0 = obj on (aa)" println "noholdobj 1 = hold off / 0 = hold on" println "noholdhunt 1 = hold off / 0 = hold on" println "noholdv2 1 = hold off / 0 = hold on" println "noholdomaha 1 = hold off / 0 = hold on" println "noholdbridge 1 = hold off / 0 = hold on" println "noholdtow 1 = hold off / 0 = hold on" println "cinversiontest 1 = on / 0 = off" println "cinversion 1-15" println "subversiontest 1 = on / 0 = off" println "subversion 0-2 (??)" ********** ***MAPS*** ********** 35 AA Stratgic Team mods! ************************* Southern France - Hold the Winery Hold Center House Hold N/E House Hold Center House Basement Destroyed Village Hold the Church Tower Hold center ladder House Hold South House Hold s/w house Remagen Hold Center Mezzanine House Hold the Library Crossroads Hold the Hotel Hold the Winery Hold the Church loft room Snowy Park Hold the Center Bridge Hold the west Bridge Hold the east Bridge Stalingrad Hold South House Hold Ladder House Hold the Courtyard Algiers Hold Center House Hold N/W House Hold S/E House Hunt Hold Main st. Corner House Hold End House Hold V2 Hold the tunnel room Hold the moterpool Hold the control room Omaha Hold the West Bunker Hold the ladder room m2l2b Hold the Uboat (remove spawns from sub pen) m3l2 Hold the Radar Bunker m4l1 Hold Resistance HQ m4l2 Hold the Bunker m6l3a Hold the Cell Block 3 BONUS Obj > tdm ***************** m1l1 conversion obj > tdm "the hideout" (add) m1l3c conversion obj > tdm "the Lighthouse" "V2 Rocket" obj > tdm - Blow up obj stuff and keep playing "The Bridge" obj > tdm - Blow up the bridge and keep playing 35 SH Stratgic Team mods! ************************* Ardennes Hold the Church Tower Hold Hold Hold Hold Bahnhoff Hold the center House Hold the shed courtyard Bazaar Hold the winery HOld the basement Berlin Hold North Radio Tower (+partition mod) Hold Center House Hold South Radio Tower (+partition mod) Brest Hold the West Corner Balcony House Hold Center House Hold East House Druckkammern Hold Hold Flughafen Hold Hold Hold Hold Hold Gewitter Hold the West House Hold Hold Holland Hold the Center House Hold West House Hold the Train Hold South House Malta Hold Swamp Tower (+partition mod) Hold the Wild Goose (+partition mod) Hold the Loft House (+partition mod) Stadt Hold North House Hold south/West house Verschneit Hold Center House Hold East House Hold 4 BONUS tow > tdm - all the tow stuff works! ***************** "Flughafen" tow > I added 8 forward spawns for each Team that can be removed by blowing up the opposing teams transport. Druckkammern Ardeness Berlin 14 BT Stratgic Team mods! ************************* Anzio Hold the Center Pier House Hold Center House (add) Bizertefort Hold the Obj Room Hold Hold Bizerteharbor Hold the South House Bologna Hold the Tower Hold Hold Castello Hold the Library MonteBattaglia Hold the V2 Tower Hold the control room Palermo Hold East House Hold the North House ***************** 3 BONUS lib > tdm - open and close the jails! LOL why Not? ***************** Tunisia Bizerteharbor Anzio Ship ************************** ***global Strategic.scr*** ************************** To make your strategic mod - paste this template over your maps level waittil spawn set trigger origin and size. Modify the messages to describe your strategic position Make sure you have the global/strategic.scr in your files. //////////////////////////////STRATEGIC MOD TEMPLATE///////////////// if(int(getcvar "hold") != 0) {//setup triggers local.o = ( 1160 223 270 ) local.sa = ( -219 -195 -1 ) local.sb = ( 219 195 250 ) //setup text array local.mes[1] = "Capture and hold the Hotel top floor" //global meesage 1 local.mes[2] = "the Hotel is North of the main Courtyard" //global meesage 2 local.mes[3] = "Hotel top floor" //xteam occupies the"" local.mes[4] = "Hold the Hotel top floor" //objective and title local.mes[5] = "by ViPER" //for scoreboard local.mes[6] = "Hold the Hotel" //abv. title for hud local.mes[7] = " top floor" //for hud //setup point/time array local.tp[1] = 15 //time for point - hold local.tp[2] = 5 //time for point - point mode (local.tp[4]*local.tp[2]must exceed 60 sec) local.tp[3] = 90 //time for win - imperative mode (minimum 60 sec) local.tp[4] = 50 //points for win - point mode local.tp[5] = 20 //timelimit for point mode (mins//.1 = off) local.tp[6] = 25 //timelimit for imperative mode (mins//.1 = off) local.tp[7] = 15 //default timelimit for hold (mins) }/////////////////////////// level waittill spawn /////// //////////////////////////// if(int(getcvar "hold") != 0) { exec global/strategic.scr local.o local.sa local.sb local.mes local.tp } exec global/Strategic_common.scr ////////////////////////////////////////////////////////////////////// Report any problems to ViPER thanks ViPER. ************************************ ***MAKING TEAM PLAY THE OBJECTIVE*** ************************************

Vault Archive (.PK3)
MOHAA
Admin Tools
P
Purple Elephant1au28/06/2015

Purple Clan Tags

Clan Tags mod based off the older one made By DUST. /* ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Purple Clan Tags Mod v1.00 12/01/2015 Usage: Place the mod in your server Execute the following line either from dmprecache.scr or from the indiviudal map.scr ------------------------------------------------------------------------------------------------ exec global/purple_clantags.scr local.word local.origin local.angles local.scale local.model ------------------------------------------------------------------------------------------------ Parameters: local.word = The word you want to Display , ie "Purple Rocks" DEFAULT is "Purple Rocks" local.origin = Where you want it to start from [REQUIRED] local.angles = The angles you want it to go [REQUIRED] local.scale = The scale of the objects, Dont go too high DEFAULT is 2 local.model = The model you wish to use, stick to coronas or similar, DEFAULT is "fx/corona_red.tik" Example: V2 in Allie Spawn ------------------------------------------------------------------------------------------------------------------ exec global/purple_clantags.scr "Purple" ( -800.35 1567.34 111.12 ) ( 0 -90 0 ) 2 "fx/corona_red.tik" ------------------------------------------------------------------------------------------------------------------ Notes: -------------------------------------------------------------------------------- Displayed Word can included the following Characters ( will add more if needed ): A - Z All Uppercase ( no lowercase atm ) $ ( Dollar Sign ) ! ( Exclaimation Mark ) ^ ( Whatever that is Shift + 6 ) * ( Asterisks ) [ ] ( Both Square Brackets " " ( Spaces ) -------------------------------------------------------------------------------- Ok guys, the more words the more models will need to be spawned, so bear that in mind on your server. It includes a model count once each iteration is done, so each execution ALSO NOTE: Due to the way the Angles are done, using the rotate command, each letter will be spawned the then rotated, depending on your gametype and length of word, it might take alittle while for all the letters to be in their correct positions, but it does look cool as they rotate :P Credits: Mod Based off original by Dust(dustmidlands@hotmail.com) Re-done and expanded by Purple Elephant (purpleelephant1au@gmail.com) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- */

Vault Archive (.PK3)
MOHAA
MISC
Vault Archive (.PK3)
MOHAA
Gametype
M
Master-Of-Fungus-Foo-D & Gotcha27/06/2015

Undercover Mod V12

Original Mod: Master-Of-Fungus-Foo-D with some bug fixes and stuff by Grassy Team Avatars thanks to Purple Elephant1au for his idea to check CTF and Mefy for his CTF mod that showed me how it's done This is my first release in years. I took Master-Of-Fungus-Foo-D's spymod for Algiers, rewrote it from the ground up, made it into an exec script for any map, added many bug fixes and checks for this and that, and also avatars on the heads to make it more difficult to tell who is/isn't on your team! Originally nearly 400 lines of code is now not even 180 lines of code. This mod allows for 3 people per team to be an undercover spy, working to kill the enemy from the inside. When triggered, they are transformed into one of the opposing teams models. 17 models for Axis, 6 models for Allies If there's something like this already, then that's fine because this was more practice than anything else. I know I've seen A spy mod but only set up for Algiers. I do remember hearing about a spy mod coupled with Rookie One's Horror mod but I'm not sure which it is because I haven't seen it. Just wanted to see if I could do some things, and maybe contribute to the community if it wants it. This mod can be adapted to any map, and inside the script are instructions to set it to whichever weapon you want, I always run all weapons so it's currently just set up to change your weapon, not take/give what weapons you choose. The script is full of comments and things to help anyone who might want to learn from it or use it. Change anything you want. I couldn't test this to the level I'd like to as you can only do so much in a server by yourself. But from what I can see it is working 100% and is flawless. Any problems, let me know. If nothing else maybe someone can learn something from this script. Just download the rar file, place the spy.scr wherever you place your trigger scripts (map_trigs, map_triggers, global, etc) and add this line to your map script. Code: [quote]exec yourfolder/spy.scr ( 1234 1234 1234 ) ( 1234 1234 1234 ) // 1st coord = Allies trigger, 2nd = Axis trigger[/quote]

Vault Archive (.PK3)
MOHAA
Admin Tools
Major_A TS3 theme pack
MOHAA
TS3 client skin
WolfET_smg
MOHAA
Weapon Skins
Date and Time API
MOHAA
Tools
S
Sor18/05/2015

Date and Time API

I wrote a date and time API a long time ago. I've spent the last four hours rewriting it. The implementation is based on that of the DateTime struct in .NET Download and unrar the script and place it in your main/reborn/ folder. If it does not exist, create it. You could also package it in a pk3 as long as the path remains the same. In your script, you have to initialize the API before you can use it: waitexec reborn/datetime.scr; At this point, you can access the API through level.DateTime. local.boolean = waitthread level.DateTime.IsLeapYear local.year; Determines whether the specified year, or the current year if none specified, is a leap year. local.days= waitthread level.DateTime.GetDaysInMonth local.month local.year; Determines how many days the specified month has in the specified year, or the current year if none specified. local.year = waitthread level.DateTime.GetYear; Gets the current year as an integer [1, 9999]. local.month = waitthread level.DateTime.GetMonth; Gets the current month as an integer [1, 12]. local.day = waitthread level.DateTime.GetDay; Gets the current day of the month as an integer [1, 31] local.weekday = waitthread level.DateTime.GetDayOfWeek; Gets the current day of the week as an integer [0, 6] where Sunday is 0, Monday is 1 etc... local.day = waitthread level.DateTime.GetDayOfYear; Gets the current day of the year as an integer [1, 366] local.hour = waitthread level.DateTime.GetHour; Gets the current hour of the current day as an integer [0, 23] local.minute = waitthread level.DateTime.GetMinute; Gets the current minute of the current hour as an integer [0, 59] local.second = waitthread level.DateTime.GetSecond; Gets the current second of the current minute as an integer [0, 59] local.offset = waitthread level.DateTime.GetTimeZone; Gets the local time zone offset [-12, 14] local.days = waitthread level.DateTime.GetDayNames; Gets a zero-indexed array of names of each week day where index 0 is Sunday, index 1 is Monday etc... The value returned by a call to GetDayOfWeek() corresponds to the index in this array. local.months = waitthread level.DateTime.GetMonthNames; Gets a one-indexed array of names of each month where index 1 is January, index 2 is February etc... The value returned by a call to GetMonth() corresponds to the index in this array. local.dateTime = waitthread level.DateTime.Create local.second local.minute local.hour local.day local.month local.year local.timeZoneOffset; Creates a new DateTime instance of an instant in time. If no time zone offset is specified, the offset of the local time zone will be used. local.dateTime = waitthread level.DateTime.Now; Gets a DateTime object that is set to the current date and time on this computer, expressed as the local time. local.dateTime = waitthread level.DateTime.UtcNow; Gets a DateTime object that is set to the current date and time on this computer, expressed as the Coordinated Universal Time (UTC+0). local.dateTime2 = waitthread level.DateTime.ToTimeZone local.dateTime local.timeZoneOffset; Gets a DateTime object representing the value of the specified DateTime object in the specified time zone. local.result = waitthread level.DateTime.Compare local.dateTime local.dateTime2; Compares two DateTime objects. This function returns 1 if the first is more recent than the second, -1 if the second is more recent or 0 if they are equal. The DateTime instance is simply a Listener object that represents an instant in time, expressed as a date and a time of day. The actual date and time are stored as a number of seconds in a day and a number of days since year 0001 AD. This makes implementating operations such as addition and subtraction way simpler. Only counting the seconds would have been even better but the integer value would overflow. This mean that the object has no public properties for the year, month etc... . Luckily, the interface of the object does provide this functionality: local.dateTime = local.dateTime waitthread local.dateTime.AddYears local.years; Gets a new DateTime instance that adds the specified number of years to the value of this instance. local.dateTime = local.dateTime waitthread local.dateTime.AddMonths local.months; Gets a new DateTime instance that adds the specified number of months to the value of this instance. local.dateTime = local.dateTime waitthread local.dateTime.AddDays local.days; Gets a new DateTime instance that adds the specified number of days to the value of this instance. local.dateTime = local.dateTime waitthread local.dateTime.AddHours local.hours; Gets a new DateTime instance that adds the specified number of hours to the value of this instance. local.dateTime = local.dateTime waitthread local.dateTime.AddMinutes local.minutes; Gets a new DateTime instance that adds the specified number of minutes to the value of this instance. local.dateTime = local.dateTime waitthread local.dateTime.AddSeconds local.seconds; Gets a new DateTime instance that adds the specified number of seconds to the value of this instance. local.result = local.dateTime waitthread local.dateTime.CompareTo local.dateTime2; Compares two DateTime objects. This function returns 1 if the first is more recent than the second, -1 if the second is more recent or 0 if they are equal. local.year = local.dateTime waitthread local.dateTime.GetYear; Gets the year component of the date represented by this instance as an integer [1, 9999]. local.month = local.dateTime waitthread local.dateTime.GetMonth; Gets the month component of the date represented by this instance as an integer [1, 12]. local.day = local.dateTime waitthread local.dateTime.GetDay; Gets the day of the month represented by this instance as an integer [1, 31] local.weekday = local.dateTime waitthread local.dateTime.GetDayOfWeek; Gets the day of the week represented by this instance as an integer [0, 6] where Sunday is 0, Monday is 1 etc... local.day = local.dateTime waitthread local.dateTime.GetDayOfYear; Gets the day of the year represented by this instance as an integer [1, 366] local.hour = local.dateTime waitthread local.dateTime.GetHour; Gets the hour component of the date represented by this instance as an integer [0, 23] local.minute = local.dateTime waitthread local.dateTime.GetMinute; Gets the minute component of the date represented by this instance as an integer [0, 59] local.second = local.dateTime waitthread local.dateTime.GetSecond; Gets the hour component of the date represented by this instance as an integer [0, 59] local.offset = local.dateTime waitthread local.dateTime.GetTimeZone; Gets the time zone offset of the date represented by this instance as an integer [-12, 14] local.localTime = local.dateTime waitthread local.dateTime.ToLocalTime; Converts the value of this DateTime object to local time. local.utcTime = local.dateTime waitthread local.dateTime.ToUniversalTime; Converts the value of this DateTime object to Coordinated Universal Time (UTC+0). println(local.dateTime waitthread local.dateTime.ToTimeString); Gets the time component and time zone offset of the date represented by this instance as a string. println(local.dateTime waitthread local.dateTime.ToDateString); Gets the date component of the date represented by this instance as a string. println(local.dateTime waitthread local.dateTime.ToString); Gets the date represented by this instance as a string. Finally, if you're done with a DateTime object, you will have to dispose it like so. local.dateTime waitthread local.dateTime.Dispose; Beware that exceptions will be thrown if invalid input is given to any function. Currently two exceptions are thrown, ArgumentNullException and InvalidArgumentException. Handle them as follows: try { local.dateTime = waitthread level.DateTime.create 0 0 0 18 5 2015; } catch { InvalidArgumentException: println("Could not create DateTime object."); } try { local.year = local.dateTime waitthread local.dateTime.GetYear; } catch { ArgumentNullException: println("DateTime object is null."); }

Vault Archive (.PK3)
MOHAA
Gametype
E
Elgan15/05/2015

Survivor V151

###################################### # Survivor 1.51 # Release date: 13:10 09/09/2005 ###################################### ----------- Whats New ----------- 1.51 * Fixed SHa nd BT state file mix up 1.5 * Fixed serious error (typo) that caused premature round end * Changed the way survivor starts and removed dmprecache conflicts. 1.4 * New Map change code * Moved gametype string above wait's with a check to auto correct the game type string if survivor should not run. 1.3 * Removed mike_legs.st =All Following changes only apply to SH Survivor ------------------------------ * Fixed Map change 1.2 * Added a double check to check the teams. Added a new map change for SH. * Replaced spawn detection and moved fps fix to a seperate file. 1.1 * Faster code basicaly and new faster spawn detection fixes the bugs ftom 1.0 * Added some loose music * changed the death cam to force on and off if last man * team swap check also. ----------- Description ----------- FFA This mod gives each player a set amount of lives. As the battle goes on each player who runs out of lives is forced to spectate. Eventualy their will only be 1 player left. This player then wins the battle. If all the players are lost then the battle is a draw. Team: This mod gives each player a set amount of lives. As the battle goes on each player who runs out of lives is forced to spectate. When a team has lost all its team players the oposite team wins. If all the players are lost then the battle is a draw. This mod will probably be included in the next update of Admin-Pro. The use of Admin-Pro will bring about many additional advantages and settings. Between each round a warmup is help where players will only be allowed a pistol. This is to stop grenades being chucked. The players will also be immune during this time. This si so scores to not get changed, ------------------------------------------------- Setting up with your server config: Changing Maps ------------------------------------------------- THe map can be set to change with the "survivor_rounds" cvar. Fraglimit will also work. Time limit will reset each round but can still work. I find it best to put timelimit 0 and fraglimit 0 and use survivor_rounds. in TDM the fraglimit increases with kills and team wins. SO setting it high is recomended. in RBM and OBJ only the wins from the team count. roundlimit runing out results in a draw! -------------------- Supported gametypes: -------------------- This mod will run on all game types. -------------------- Possible Ocnflicts -------------------- The mod uses the global/DMprecache.scr file. Any mod using this file may cause a conflict with this mod. The mod also uses global/mike_torso.st Any mod that uses this file will conflict. This mod also includes some state fixes like sharking and many others. With the Admin-pro version the mod will not use dmprecache.scr --------------------------------------------------- Cvars --------------------------------------------------- Survivor -Turns the mod on and off. 0 = off, anything else is on. Survivor_lives - Sets amount of lives each player recieves Survivor_warmup - Sets amount of time in seconds to do a warm up. survivor_rounds - Sets how many rounds to play before map swap --------------------------------------------------- Install --------------------------------------------------- Move to zzzz_Survivo_AA.pk3 \main zzzz_Survivor_SH.pk3 \mainta zzzz_Survivor_BT.pk3 \maintt These folders will be found within your mohaa install directory Thanx to all thoise who helped test!!

Vault Archive (.PK3)
MOHAA
Gametype
Trap Shooting V12
MOHAA
Map
R
Ric-Hard09/08/2014

Trap Shooting V12

/*_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/__/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/___/_/_/_/_/_/_/__/_/_/_//_/_/__/_/ \_| |_/ \_| /////////////////////////////////////////////////| |_/ \_| ///// TrapShooting v1.2 by Richard //////////////| |_/ \_| /////////////////////////////////////////////////| |_/ \_| |_/ \_| Description: (A perfect TimeKiller, while your waiting for other players to join :) |_/ \_| |_/ \_| Adds a "trap" (a machinethingie that hurls claytargets) , to all Moh AA, SH and BT stock-maps. |_/ \_| Press your use-key on the trap and it hurls away a "claytarget" (a plate). |_/ \_| The mod keeps track on the amount of ClayTargets, Hits, HitPercentage, HitStreaks, HitStreakRecords, |_/ \_| AlliedHits, AxisHits, AimTime and prints it on the screen. |_/ \_| U can reset the global trapstats and your personal hitstats by |_/ \_| holding your use-key on the trap for a couple of seconds. |_/ \_| |_/ \_| Ive also made it as an addon gametype to Mefys Extended-Gametypes mod. This will work with Version 1.2.2 or later, |_/ \_| and only for Stalingrad (dm/mohdm6) , I made it as a fun test so I havent put so much work into it, the kids gets bored |_/ \_| after a couple of rounds, they want to see blood :) |_/ \_| Anyways, to start the TrapShootingCompetition in Stalingrad add the following cvar: g_extgametype ts |_/ \_| |_/ \_| |_/ \_| Supported Games: |_/ \_| Medal Of Honor: Allied Assault, Spearhead & Breakthrough. |_/ \_| |_/ \_| Supported Maps: |_/ \_| All stock-maps |_/ \_| |_/ \_| Cvars: |_/ \_| trapshooting 1 or 0 // Turns the mod on and off (default = 1) |_/ \_| trapshooting_claytype clay or bomb // Changes the claytype (default = clay)|_/ \_| trapshooting_broadcast_hit 1 or 0 // Player announces hits via chat (default = 1) |_/ \_| trapshooting_addkills 1 or 0 // get kill-points (only in SH & BT) (default = 0) |_/ \_| trapshooting_teleport_player 1 or 0 // teleports the player to the trap if he is alone on the server(default = 1) |_/ \_| g_extgametype ts // TrapShootingCompetition Stalingrad, requires Mefys Extended Gametypes mod1.2.2 or later|_/ \_| |_/ \_| How to install: |_/ \_| 1. place the pk3 inside your mohaa main dir, usualy found at c:\program files\ea games\mohaa\main |_/ \_| *** NOTE *** |_/ \_| *** The default trap is executed via DMprecache.scr which Ive bundled.*** |_/ \_| ************ |_/ \_| |_/ \_| Customizing: |_/ \_| U can spawn your own traps into custom-maps or if u want to add extra traps to the stockmaps by |_/ \_| adding a line of code in the mapscript before "level waittill spawn" |_/ \_| Usage: exec global/trapshooting.scr ( origin ) ( angles ) an_unique_name |_/ \_| |_/ \_| example: exec global/trapshooting.scr ( 1010 0 335 ) ( 0 0 0 ) homer4president |_/ \_| |_/ \_| Troubleshooting: Feeling stupid? origin? angles? mapscript? |_/ \_| Check out the videos on the following link they shows u the basic stuff about editing |_/ \_| editing mapscripts, getting coords and angles etc.. www.zentyx.com/scripting |_/ \_| |_/ \_/_/_/_/_/_/_/_/_/_/_/_/__/_/_/_/_/_/_/_/_/_/_/_/_/__/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/__/_/_/_/_/_/_/_/_/_/_/_/__/_/_/_/__/_/*/ ########################################### #Email : ric_hard_a@hotmail.com # #Mod home page : www.ric-hard.tk # #Release date : 2006-02-21 # ########################################### )|( (o o) +------(_)------+ |www.ric-hard.tk| +--Ooo-----ooO--+ || || ooO Ooo /Richard

Vault Archive (.PK3)
MOHAA
Gametype
-
-16/05/2015

Assassination Addon V100

Hi In this version of assassination, the vip team can either be allies, axis or random ( randomly changes vip team after each round ) on every map via the server cfg, there are 18 maps so far, the extraction point lights up the same colour as the team and each team has there own extraction point. you must have mefys extgametype version 1_2_2 for this mod to work in your server.cfg put set g_extgametype as // Assassination // ft for freeze tag // ftobj freezetag objective //ctf capture the flag set g_mef_settings "timelimit: 30 fraglimit: 10" set g_ffa_settings "fraglimit: 50" set g_tdm_settings "fraglimit: 200" set g_as_settings "pistolonly: 1" your maplist should look like // set g_assnteam can be set to allies, axis or random set x1 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Unterseite_DM as; map dm/MP_Unterseite_DM; set nextmap vstr x2" set x2 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mohdm2 as; map dm/mohdm2; set nextmap vstr x3" set x3 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/MP_flughafen_TOW as; map obj/MP_flughafen_TOW; set nextmap vstr x4" set x4 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/obj_team1 as; map obj/obj_team1; set nextmap vstr x5" set x5 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/MP_Druckkammern_TOW as; map obj/MP_Druckkammern_TOW; set nextmap vstr x6" set x6 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mohdm6 as; map dm/mohdm6; set nextmap vstr x7" set x7 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Holland_DM as; map dm/MP_Holland_DM; set nextmap vstr x8" set x8 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mohdm7 as; map dm/mohdm7; set nextmap vstr x9" set x9 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/obj_team2 as; map obj/obj_team2; set nextmap vstr x10" set x10 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mohdm1 as; map dm/mohdm1; set nextmap vstr x11" set x11 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/MP_Berlin_TOW as; map obj/MP_Berlin_TOW; set nextmap vstr x12" set x12 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Gewitter_DM as; map dm/MP_Gewitter_DM; set nextmap vstr x13" set x13 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Brest_DM as; map dm/MP_Brest_DM; set nextmap vstr x14" set x14" set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Stadt_DM as; map dm/MP_Stadt_DM; set nextmap vstr x15" set x15 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mp_Bahnhof_dm as; map dm/mp_Bahnhof_dm; set nextmap vstr x16" set x16 " set g_assnteam random; set g_gametype 3; set g_extgametype_dm/mohdm3 as; map dm/mohdm3; set nextmap vstr x17" set x17 " set g_assnteam random; set g_gametype 3; set g_extgametype_obj/obj_team4 as; map obj/obj_team4; set nextmap vstr x18" set x18" set g_assnteam random; set g_gametype 3; set g_extgametype_dm/MP_Verschneit_DM as; map dm/MP_Verschneit_DM; set nextmap vstr x1" seta sv_maplist "" vstr x1 //startup first map Most of the hard stuff was done by Herr Klugscheisser, a fine scripter indeed. :beers: He did the script changes and I did the maps As per my last post on assassination, many of the spawned objects are from old mods i have collected and edited, I am not realy a modder, I have just edited stuff. Fell free to add anything to the mod to make it better for everyone I have only tested this mod on spearhead any questions please get in touch I have kept the same filename, so it will overwrite the older version, so back the old one up incase you don't like this version

Vault Archive (.PK3)
MOHAA
Gametype
R
Rookie One16/05/2015

Survival Horror V07

File : Survival Horror Author : IneQuation a.k.a. Rookie One Version : 0.7 Halloween Edition Release Date : 01.11.2006 Description : A group of survivors is being terrorized by a phantom murderer. Stealth and armed with a deadly weapon, he can sneak down upon you unnoticed and kill you. Will the survivors manage to prevail? Or will the murderer rather eliminate them all? Let the horror begin! One of the player is chosen (the one who played the murderer the least times) to be the murderer and given a silenced pistol with unlimited ammo and increased bullet damage. He can neither use any other weapon nor drop his pistol for any other player to use. He's invisible, but he appears for a fraction of second at the moment he shoots or touches another player, glowing red. The others, when seeing or hearing the murderer, shoot blindly around, praying for their bullets to hit the murderer. ;) There are some effects to provide a good atmosphere - night, storm with lightnings, "suspicious" music and disturbing sounds (squeaks, footsteps etc.). Big thanks to Elgan and JoeyC for hosting the mod on their servers, and to Art and At0mic for testing! :) You can shut the mod down via the nohorror cvar (nohorror 1; works after a restart). Use the horror_timelimit cvar to set the murderer's turn length in seconds. Known bugs : There is a 10-seconds delay at the beginning of the round. Somehow it's necessary for the mod to work. Don't ask me why, no idea. Also, the murderer selection process sometimes occurs a couple of times before it actually performs the selection. Just be patient and ignore it, it will work. ;) Installation : Put the zzzuser-Rookie_One-Survival_Horror-v0.7.pk3 file into your MoHAA/main directory. The mod needs the Team Match gametype - g_gametype 2. Will run on any map. I suggest you to turn friendly fire on (g_teamdamage 1) for more confusion and havoc. :P Version history : 0.7 o fixed the bug which sometimes prevented the game from actually starting - it was a very silly logical mistake, o new murderer selection system - now, the amount of times a player has been the Murderer is taken into account, o everyone who joins the Axis illegally will now be booted to spectator instead of getting a respawn ride, o added some disturbing sounds for atmosphere. :P 0.6 o finally, everything works more or less correctly. 0.5 o tweaked the team enforcement code a little bit, o various other fixes and changes I can't seem to remember. ;) 0.4 o completely rescripted the player handling routine (a different, more efficent approach), o tweaked the "murderer appearing" code, o various tweaks to the team enforcement code, o fixed a bug that would sometimes cause the server to crash with a "command overflow" error, o tweaked the murderer's weapon handling code. 0.3 o team enforcement recoded, o storm effects added, o removed leftover debug stuff. 0.2 Changed the conception of the mod. First playable version. 0.1 First version. Contact : Email : rookie_one@army.com ICQ/AIM : 146098049 MSN/Windows Msg : rookie_one@army.com Jabber : r00kie_0ne@chrome.pl -------------------------------------------------------------------- This mod may not be edited without my permission.

Vault Archive (.PK3)
MOHAA
Gametype
Vault Archive (.PK3)
MOHAA
Gametype
E
Elgan15/05/2015

Countdown V175

###################################### # Countdown # Version 1.7 # Release date: 10:22 30/09/2006 ###################################### ----------- Change Log ----------- 1.7 * fixed typo in player_radio.scr that stopped the radio timer working. 1.6b * Fixed hold time. * FIxed pass radio. * Radio Hold time Feature, The players must not hold the radio for this amount of time, or they will drop it, unable to pick it up again. * Pass the radio to other members of your team. 1.5 * Changed the way countdownstarts and removed dmprecache conflicts. * tiny tweaks to the hud draw. 1.4 * New Map change code * Moved gametype string above wait's with a check to auto correct the game type string if countdown should not run. 1.3 * Merged Seperate Game pk3's into one pk3 again =All Following changes only apply to SH COuntdown= ------------------------------ * Changed radio targetname to fix conflict bug on berlin * Fixed berlin Spawn point * Fixed mp_flughafen_tow spawn points * Added mp_ardennes_tow spawn points * Fixed Map change for TDM * Map Change in TOW Checked 1.2 * Added new countdown_idle cvar to respawn radio * Added new map change for SH * No "radio location" for unsupported maps * Added radio locations for all SH maps as well as all AA maps. 1.1 * Added new countdown_rounds cvar - To change map * Added New countdown_light cvar - To glow radio player * Added new countdown_locate cvar - To announce radio location * Added more random locations for Stock AA Maps ----------- Description ----------- This mod add's a radio to maps. Each team has to find and keep the radio in their possession for the counter on the oposite team to countdown. The player who finds the radio has the job of staying alive, if they die or leave the radio drops to the floor ready to be found again. Once the countdown hits 0. The oposite team will explode. This mod will probably be included in the next update of Admin-Pro. The use of Admin-Pro will bring about many additional advantages and settings. -------------------- Supported gametypes: -------------------- The mod should run on all game team types. ------------------------ Supported games and maps ------------------------ All maps in AA and SH are supported. The mod will work for BT but only on the supported maps. these maps are maps found in SH and AA. ------------------ Possible Ocnflicts ------------------ The mod uses the global/DMprecache.scr file. Any mod using this file may cause a conflict with this mod. With the Admin-pro version the mod will not use that file. --------------- Supporting maps --------------- All the stock AA maps are supported. More radio spawn points and custom maps can be easily added. Adding more radio spawn points ------------------------------ The radio spawn points for the maps are held in script named after the maps in the countdown folder. The mod will choose between a random number of starting positions. I only added one but you can add as many as you want. By adding them into an array of local.origin and then ending with the local.origin variable. Each time you add an origin use the same format but increase the number by one for the index, for example. main: local.origin[0] = ( 504 -5128 -447 ) local.origin[1] = ( -1414 162 -127 ) local.origin[2] = ( 120 96 9 ) end local.origin Adding more maps ---------------- The mod searches for a file inside countdown folder named after the map name. If it is not found. it will not run. So to make it run. Create a file named after your map and place it in the countdown folder. Inside this file you should place the following code --- main: local.origin[0] = ( COORD ) end local.origin --- In place of the word 'COORD' you should place the coordinates for the spawning point of the radio. ----- Cvars ----- countdown --------- Turns the mod on and off. 0 = off, anything else is on. countdown_hold_for ------------------ Sets the time in seconds, That the player is allowed to hold the radio for. If they are holding the radio for longer than this time, They will be forced to drop the radio. countdown_death_print --------------------- If set to 1, then it will print the location of the player when they die. countdown_time -------------- Sets the time for the mod to countdown from default: 03:00 When changing this cvar. It must remain within 90:00. 5 characters long including ":" countdown_light --------------- make the player with the radio glow 0 = off, anything else = on countdown_rounds --------------- This allows you to set fraglimit and timelimit 0 and use countdown_rounds ot change the map. After this limit of rounds has been reached the map will change. 0 - no limit countdown_locate ---------------- Set default to 15. Each 15 seconds the place of the radio will be announced on supported maps into the hud. If set 0 the location will not show. The location displays for 3 seconds and then fades out. countdown_idle ---------------- Set default to 300. When the radio is dropped or spawned after this amount of time in seconds the radio will respawn to another random location for that map. ---------------------- Setting up your config ---------------------- If you are not going to use normal fraglimit or timelimit to change the map then you need to add the following to your config only if you are going to use another countdown_rounds setting other then default, default being 3 rounds. seta countdown_rounds 5 This will crate the cvar and set countdown rounds to 5. Otherwise it will be 3. If you do not want to use countdown_rounds then set: seta countdown_rounds 0 The countdown_rounds will not effect the map change. ---------------- How to install ? ---------------- Place the zzz_countdown.pk3 inside your maintt/mainta/main folder. Contact me ########################## #Email : elgan.sayer@gmail.com www.mods-r-us.net Thanx to everyone who helped test! Thank to Mefy for use of his location script!

Portal Gun
MOHAA
Weapon
Bot-Builder = JV_BOT + BASEBUILD
MOHAA
Bots / AI
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

🪖

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
🔊

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
🖥️

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
🛡️

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
⚡

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.