As Marine Private Tommy Conlin, you must survive the hell of Pacific Theater of Operations - starting from Pearl Harbor attack, finishing on Allied victories over Pacific (about 35 levels). The game uses a greatly improved Medal of Honor engine, with Havok system physics, dynamic lighting, mirroring effects, detailed textures, real-world visuals and many more.
This demo contains the same Gifu map as before, along with the brand-new Corregidor, Philippines map (which isn't included in the retail game) and several enhancements and fixes.
==================================================================
Medal of Honor Pacific Assault(tm) Multiplayer Demo 2 Version 1.15
Read Me File
December 7, 2004
==================================================================
Thank you for downloading Medal of Honor Pacific Assault(tm) Multiplayer
Demo. This readme file contains information that will help you begin your
tour of duty in the Pacific theater.
Demo Info:
The Medal of Honor Team is happy to bring you the Medal of Honor Pacific
Assault Multiplayer Demo #2. This demo contains the map from the first MP demo,
Gifu, and now includes an all-new multiplayer map, Corregidor, that you won't
even find in the retail version of the game! In addition, we have made some
performance enhancements to smooth out the gameplay experience. Here's the
skinny on this exclusive level, with your mission objectives for the Invader
Game Type:
The Island of Corregidor:
Corregidor is a small rocky island in the Philippines about 48 kilometers west
of Manila which is strategically located at the entrance of Manila Bay. Also
known as "the Rock," it was a key bastion of the Allies during the war. When
the Japanese invaded the Philippines in December 1941, the military force under
the command of Gen. Douglas MacArthur carried out a delaying action at Bataan.
Corregidor became the headquarters of the Allied forces and also the seat of
the Philippine Commonwealth government. It was from Corregidor that Philippine
President Manuel Quezon and General MacArthur left for Australia in February
1942, leaving behind Lt. Gen. Jonathan M. Wainwright in command.
Your Mission:
The Japanese have landed near the east end of the island and need to secure the
South Dock beyond the Malinta Tunnel to begin landing more troops and supplies
on the island.
Axis Attacking, Allies Defending:
1. Capture the Allied listening post
2. Capture the CP area
3. Destroy the blast door in the tunnel
4. Send radio transmission to invasion fleet
==================================================================
DEMO CONTENTS
==================================================================
1. Access to 1 new multiplayer map (Corregidor)
2 Mouse and Input Lag
2. Dedicated Server CPU Utilization
3. 999 Ping Bug
4. Spawn Code Server Hitching
5. Full Screen Anti-Aliasing support
==================================================================
Full Screen Anti-Aliasing (FSAA)
==================================================================
This demo allows you to turn on full-screen anti-aliasing. To turn it on you
must modify the value of the following variable:
r_multisample_quality 0 - No multi-sampling
1 - 1 x multi-sampling
2 - 2 x multi-sampling
...
16 - 16 x mutli-sampling
The software will automatically degrade the value of
r_multisample_quality to the highest possible value that your hardware
is capable of. In order to see the results of this change you will
need to exit the game and return. Once set, the value of this variable
will be preserved.
==================================================================
Addressing Mouse Lag
==================================================================
This demo improves the responsiveness of the renderer and greatly reduces
the time lag between user input (mouse movements, button clicks)
and the corresponding visual updates on-screen, and should result
in a much more responsive feel to the game as a whole. In
multiplayer games, the responsiveness is improved for all model
detail settings, but for performance reasons it only affects "medium"
and "high" model detail in single player games.
==================================================================
Dedicated Server CPU Utilization
==================================================================
win_dedicated_sleep
This cvar has a default value of 1, and will be saved to server.cfg
whenever it is changed. The cvar specifies the number of milliseconds
that a dedicated server will completely relinquish
control to the operating system each frame. Increasing the value of the cvar
effectively reduces the CPU utilization of a MOH:PA dedicated server process.
Increase this cvar if you are running multiple instances of dedicated servers
or other necessary processes on your CPU. Set this cvar to 0 if you want an
instance of the MOH:PA dedicated server to use the CPU whenever it is
available
(100% utilization). A value of 0 can result in a slight performance increase,
especially on low spec machines with several connected users. Increasing this
cvar can result in a performance decrease. You may change this cvar at
runtime
or at the command line; we recommend a range of 0 to 10 (integer only).
===================================================================
Network Performance Tips
===================================================================
If you are getting poor latency in a game, make sure your Connection
Type is properly set. Leaving it at the default ISDN setting will
cause lag and other performance issues. Set your connection type to
LAN, or DSL, either when you are prompted to enter your Call Sign and
Connection Type the first time you click on the Multiplayer Menu,
or from the Player Setup screen, accessible by clicking the button
on the top right of any of the Multiplayer Menus.
===================================================================
Optimization and Battle Ambience
===================================================================
If clients are having latency issues on your server, you can turn some of
the ambient effects off from the console or from the DSLauncher:
- From the server console, type dm_effectscontroller 0 and this
will turn the effects off next time the server restarts.
- From the DSLauncher, go to the "Advanced 2" tab, set your
Bandwidth optimization to "Network Speed".
- If you're starting servers from some kind of batch file/command line,
just add +set dm_effectscontroller 0 to the shortcut.
==================================================================
Multiplayer - Spawning Performance Related Cvars
==================================================================
dm_playerspawn_method
For smaller games the server will perform spawn placement heuristics
to best determine where to place someone. The default behavior (when
dm_playerspawn_method is left blank) is to use the "notfacing"
spawn placement. Here is a list of all the possible values for
dm_playerspawn_method:
- "random" - players will spawn in a random location. This is the least
computationally expensive (fastest) method.
- "farthest" - players will spawn in the farthest location from the enemy.
This method is not recommended on large maps.
- "team" - players will spawn far from the enemy, but close to an ally.
- "notvisible" - players will be placed close to enemies, but not in
visible line of sight of the enemy. This is the most
computationally
expensive (slowest) method, and might cause performance
problems
with large numbers of players on slower servers.
- "notfacing" - players will be placed close to enemies, but only when
the enemies aren't currently facing where the player will
spawn.
This has the potential to be computationally expensive (but not
as slow as "notvisible"). For this reason, by default we do not
use
this method once dm_playerspawn_threshhold players are on the
map.
This is currently the default spawn heuristic for FFA, TDM and
Invader modes.
- "bufferedclose" - Players will always spawn at least 65 feet away from an
enemy,
but otherwise as close to an enemy as possible.
- "closest" - players will spawn in the closest spot to an enemy. This is a
fine method to choose if you just want high levels of mindless
carnage.
- "group" - players will spawn in the closest spot to an ally.
- "" - (default) - use whatever method is recommended for each game type.
Currently
we have this set as "notvisible" for FFA, TDM and Invader. But
this
might be fine tuned at a later date.
Admins with faster machines might enjoy raising the
dm_playerspawn_threshhold to a
value higher than 16. Ideally this could be set to 32, but admins of
slower machines
should monitor high player-count games and check to see if the server
is pausing right
when large numbers of players are respawning (If this is the case, then
those server
owners should reduce the dm_playerspawn_threshhold back down to 16).
dm_playerspawn_threshhold
This variable governs when the engine should cut over from using a
computationally
expensive spawn heuristic to more standard spawn heuristics. The
default value is 16.
If the admin sets this to 1, then the secondary spawn heuristic will
always be used
when there are multiple players in the game. NOTE: Some slower servers
might want to
consider setting this value lower than the default if the players
notice a burst of
server-lag each time players respawn.
dm_playerspawn_method_alt
If there are more players in the game than dm_playerspawn_threshhold,
the MOHPA
engine will switch from using the spawn heuristic detailed in
dm_playerspawn_method
and instead use the one detailed in dm_playerspawn_method_alt. The
default value for
dm_playerspawn_method_alt is "random" (which is the fastest spawn
heuristic).
dm_playerspawn_poisontime
This cvar is provided for admins that wish to ensure that no two
players spawn in
the same immediate area at the same time. By default this variable is
turned off
(set to the value zero), but if a positive value is given, this is the
number of
seconds that a spawn point (and all the neighboring spawn points) will
be shut down
after it has spawned a player at that spawn point.
g_respawn_time
This indicates how many seconds will elapse between spawn waves. When a
player dies,
they must wait for the next respawn interval to pass before they are
allowed to respawn.
The default value is 10 (so that there are ten second periods where
dead players are
waiting to spawn, and then they will all respawn at once). Higher
values will allow
for a playstyle that resembles waves of reinforcements in team games
(TDM & Invader).
A value of 0 will allow players to spawn immediately after they die.
NOTE: In FFA games,
if the players notice that there is a burst of server-lag when the
spawn waves happens,
the admin should lower this value (or even set this to zero); as the
engine might be
spending an inordinate amount of time computing where to best place
large numbers of the
respawning players at the same instant.
==================================================================
System Requirements
==================================================================
Medal of Honor Pacific Assault(tm) Multiplayer Demo requires
DirectX 9. To install DirectX 9.0b or later, visit:
RECOMMENDED CONFIGURATION
= Windows XP or Windows 2000
= 2.0+ GHz Intel Pentium IV or AMD Athlon processor
= 512 MB RAM
= 3D video card with 128+ MB video memory which fully supports
DirectX 9.0
= At least 1GB free space on your hard drive
MINIMUM CONFIGURATION
= Windows XP or Windows 2000
= 1.5 GHz Intel Pentium IV or AMD Athlon processor
= 512 MB RAM
= 3D video card with 64+ MB video memory which fully supports
DirectX 8.1
= At least 1GB free space on your hard drive
Medal of Honor Pacific Assault(tm) Multiplayer Demo has been tested
on the following 3D video cards under Windows 2000 and Windows XP:
ATI Radeon 8500, 9000 Pro, 9200, 9500, 9600, 9700, 9800
ATI Radeon x300, x600, x800
Nvidia GeForce 3, GeForce3 Ti 200
Nvidia GeForce4 Ti 4200 with AGP8X, GeForce Ti 4600, GeForce4 Ti 4800 SE
Nvidia GeForceFX 5200, 5300, 5500, 5600, 5700, 5750, 5800, 5900, and 5950
Nvidia GeForce 6800
While other cards that fully support DirectX 8.1 may work well,
they have not been tested.
==================================================================
Installation Instructions
==================================================================
Before running Medal of Honor Pacific Assault(tm) Multiplayer Demo,
ensure you have the latest drivers for your video and audio cards
installed. You can download the appropriate drivers from your video
and audio card manufacturer's Web site.
Avoid running any other programs in the background, as this may
conflict with Medal of Honor Pacific Assault(tm) Multiplayer Demo.
This includes any virus-protection program that you have running,
which can hinder performance.
Ensure you have adequate drive space for the installation. The
minimum install space required is 1GB.
To install Medal of Honor Pacific Assault(tm) Multiplayer Demo:
1) Run the Medal of Honor Pacific Assault(tm) MPDemo.exe.
2) Follow the instructions that appear to install Medal of Honor
Pacific Assault(tm) Multiplayer Demo.
3) After installing, be sure to run the Medal of Honor Pacific
Assault(tm) Setup Utility, covered below.
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Medal of Honor Pacific Assault(tm) Setup Utility
==================================================================
After completing installation, be sure to run the Medal of Honor
Pacific Assault(tm) Setup Utility:
1) Bring up your Start Menu.
2) Browse to "All Programs" -> "EA Games" -> "Medal of Honor
Pacific Assault(tm) MPDemo"
3) Choose the "Medal of Honor Pacific Assault(tm) Configuration Tool" and
select the options that best suit your computer. A brief
description of these options are below.
Within the setup utility, there are three primary tabs at the top
of the application: Video, Audio, and System:
1) Video: Allows you to select a screen resolution, adjust Texture
and Model Detail, select different versions of Hardware Shaders,
and toggle Decals, and the use of Compressed Textures.
If you are having performance difficulties, try reducing your
screen resolution and selecting lower quality texture and
model details. If you are still finding your system runs slow,
consider turning off Decals.
2) Audio: Allows you to select which Miles Driver you desire for
your audio configuration, select a Speaker Setup configuration
which matches your desktop, and select a Sound Quality level.
If you are having performance difficulties, try reducing your
sound quality. However, your performance is more likely to be
affected by Video settings, above.
3) System: This shows the current capabilities of your system as
Medal of Honor Pacific Assault(tm) Multiplayer Demo understands
it. Use this information to help determine your best
configuration.
If you are unsure of which options best suit your computer, select
the "Default" option under each tab for the most common
configuration.
==================================================================
Uninstalling Medal of Honor Pacific Assault(tm) Multiplayer Demo
==================================================================
To uninstall Medal of Honor Pacific Assault(tm) Multiplayer Demo:
1) Bring up your Start Menu.
2) Choose "Settings".
3) Choose "Control Panel".
4) Choose "Add/Remove Programs".
5) Highlight "Medal of Honor Pacific Assault(tm) MPDemo" and
click the "Remove" button below its name.
6) Follow the instructions that appear to uninstall.
==================================================================
Default Gameplay Controls
==================================================================
All controls are available and customizable from the "Controls"
Menu accessible from the Main Menu. Here is a breakdown of the
default controls:
FUNCTION: KEY/MOUSE USED
Move Forward: W
Move Backward: S
Move Up - Crouch/Stand/Jump: Space Bar
Move Down - Crouch/Prone: Left Ctrl
Prone Immediately: Z
Stand Immediately: C
Strafe Left: A
Strafe Right: D
Look Up/Down: Mouse (Y Axis)
Lean Left: Q
Lean Right: E
Run/Walk: Shift
Turn Left: Mouse (X Axis)
Turn Right: Mouse (X Axis)
Fire/Use Inventory Item: Left Mouse Button
Melee Attack: Right Mouse Button
Aim Mode: Left Alt
Reload: R
Select Weapon Slot One: 1
Select Weapon Slot Two: 2
Select Grenade: 3
Cycle Weapons Forward: Mousewheel Up or ]
Cycle Weapons Back: Mousewheel Down or [
Use/Set Demolition Charge: F
Objectives/MP Scores: Tab
Call for Corpsman (Medic): H
Use Bandages: B
Toggle Map On/Off: M
Voice Command Menu: V
MP Drop Weapon: G
MP Select Team: U
MP Select Primary Weapon: P
MP Quick Message: T
MP Quick Team Message: Y
Pause Game: Pause
Return to Shell: ESC
==================================================================
Gameplay Tips
==================================================================
Cover and Positioning
Cover is very important. Standing and firing may sound brave, but
will get you killed. Be sure to take full advantage of any cover
you find in the area, and remember that going prone or crouching
reduces your chances of being hit. Learn to crawl before you learn
to walk.
Before you move, note the direction your enemy is assaulting from,
and always choose your next cover location before you begin moving.
Know where you are going to end up for your next fire position.
In many places, bushes and foliage will provide obfuscation, which
is just as good as cover - if the enemy cannot see you, they will
not assault you directly. Crouching and ducking in foliage can
prevent your detection.
Team Work
The key to winning Invader is a well oiled team and there are
several tools available to you to help out. Using these tools will
help you on the road to victory, whether you're fresh out of boot
camp or a hardened veteran.
The map (default 'M' key) shows you the lay of the land. There
is an indicator showing you where you are, another for your
teammates, and flags showing the objectives and which team
currently controls them.
Your compass will help lead you to the next objective and your team-
mates. Keeping close to your fellow soldiers will help you cut
through the enemy ranks and survive their shots as well. Also
close access to other classes will help you survive.
You can also access voice commands (default 'V' key) to shout out
critical information to the team. Be alert for other members of your
team who need help as well, you just might be the one closest and
most able to save the day.
Finally, you'll want to make sure your team is well rounded. Try to
make sure you've got at least one of each class on your team, and
in large games, you'll probably want even more than one. Lack of
some extra ammo or a well placed bomb can mean the difference
between victory and defeat.
==================================================================
Troubleshooting and Known Issues
==================================================================
Video Card and Sound Card Drivers:
An outdated video or sound driver can lead to slow and choppy
gameplay, or in some cases can prevent the game from running at
all. To ensure an enjoyable experience with Medal of Honor Pacific
Assault(tm) Multiplayer Demo, be sure that you have the most recent
video and sound drivers installed. These drivers are typically
available for download from your system or hardware manufacturer’s
website. If you are not sure what type of video or sound card you
have, or you need assistance with updating the drivers on your
system, please refer to the documentation that came with your system
or peripheral.
SoundMax Audio Equipped Motherboards:
While installing the game you may notice the install music is
distorted. This is a known issue with InstallShield and the
SoundMax Audio chipset. While the distortion will occur during
load, the game will run fine.
NForce 3 based motherboards with ATI cards and Punkbuster:
This combination of hardware has been reported to freeze gameplay,
and is due to a combination of these hardware elements. Resolving
this issue has become a stalemate between ATI, Nvidia and
Evenbalance. Here is some information which may help you address
this issue:
= Problem does not occur on non-Punkbuster servers.
= This problem seems specific to WinXP.
= Removal of the Nvidia GART Driver clears this problem up.
= Reverting to ATI's 3.9 seems to clear this up for some.
= Reducing the AGP aperture size reduces the amount of delay.
= Decreasing the PB scan frequency with pb_sleep decreases the
frequency of the freezes.
= Changing from an ATI to Nvidia card seems to have eliminated
problems for many users.
Reinstalling Medal of Honor Pacific Assault(tm) Multiplayer Demo:
Attempting to reinstall Medal of Honor Pacific Assault(tm)
Multiplayer Demo immediately after it has been uninstalled may cause
the install program to crash on some systems. If this problem occurs,
rebooting the machine will allow you to install and play the game
normally.
==================================================================
Multiplayer - Dedicated Server Information
==================================================================
TCP AND UDP PORT INFORMATION
Here is a list of all the ports Medal of Honor Pacific Assault(tm)
uses, both TCP and UDP:
80 TCP
6667 TCP
18020 TCP
28910 TCP
29900 TCP
29901 TCP
29920 TCP
13203 UDP
13300 UDP
27900 UDP
29910 UDP
= Only the TCP/IP protocol is supported. IPX does not apply.
= When playing on a LAN, the server only uses UDP port 13203.
= When playing on the internet, the server uses UDP ports 13203,
13300, 27900, 29910 and TCP ports 80, 6667, 18020, 28910,
29900, 29901 & 29920.
= The default port is UPD 13203. If UPD 13203 is already in use
then the game will scan through UDP ports 13204-13218 until it
finds an unclaimed port to use. In situations where multiple
dedicated servers are launched on a single machine, the game
selects the port automatically - it is not necessary to
manually assign the port.
HARDWARE ROUTERS AND FIREWALL DIFFICULTIES
Firewalls and Routers can prevent you from connecting online.
Software Firewalls should be turned off completely to avoid any
issues while playing the game.
Hardware Routers and Firewalls should enable ports as well as
disable the Default Firewall if you're running Windows XP.
You need to enable port 13203 on your router, and DMZ hosting.
This should allow you to view games online. Other TCP and UDP
ports listed above should also be enabled to prevent complication.
For Router help, please contact your router retailer. To disable
the XP firewall, follow these steps:
1) Double click "My Network Places"
2) Click "View Network Connections"
3) Right click on "Local Area Connection and Select "Properties"
4) Click the "Advanced" tab
5) Make sure to uncheck the box under "Internet Connection
Firewall"
RECOMMENDED PLAYER COUNTS FOR VARIOUS CONFIGURATIONS
Here is a list you can reference to determine the maximum number
of players you can handle for various combinations of machine and
connection types, for both dedicated and listen servers.
Exceeding these values can result in reduced performance.
MACHINE CONFIGURATION KEY
Low = The minimum configuration as listed for single player
High = 3.0 GHz or greater with lots of RAM (1GB or greater)
Med = A configuration close to the recommended for single player
Server Type Machine Spec Connection Type Est. Max Players
----------------- ------------- ---------------- ----------------
Dedicated Server Low DSL/Cable 4 (*)
Dedicated Server Low T1 4 (*)
Dedicated Server Low T3 4 (*)
Dedicated Server Med DSL/Cable 4 (*)
Dedicated Server Med T1 16
Dedicated Server Med T3 16
Dedicated Server High DSL/Cable 4 (*)
Dedicated Server High T1 16
Dedicated Server High T3 32
Listen Server Low DSL/Cable 2 (*)
Listen Server Low T1 2 (*)
Listen Server Low T3 2 (*)
Listen Server Med DSL/Cable 4 (*)
Listen Server Med T1 6
Listen Server Med T3 6
Listen Server High DSL/Cable 4 (*)
Listen Server High T1 10
Listen Server High T3 10
(*) Ambient effects should be disabled in Low bandwidth and
weaker CPU situations. To turn off ambient effects from the
multiplayer shell in-game, select the "Low Bandwidth Server"
check box. Or, from the dedicated server launcher, under
"Bandwidth Optimization" select "Network Speed".
Alternatively, run the game with the following command line:
parameter "+set dm_effectscontroller 0".
STARTING VIA THE LAUNCHER APPLICATION
The application DSLauncher.exe is provided for simple, custom
configuration of dedicated servers outside of the full blown
Medal of Honor Pacific Assault(tm) Multiplayer Demo shell.
However, unless custom configuration is desired, the dedicated
server can be launched directly.
STARTING DIRECTLY & COMMON COMMAND LINE PARAMETERS
The dedicated server application can be launched directly by
invoking "mohpa_server.exe". When doing so, at least one of the
default game configuration files should be included on the command
line, and other command line parameters may be desired as well
(complete example invocations follow).
Default game configuration command line parameters:
Free For All: +exec configs/ffaServer.cfg
Team Death Match: +exec configs/tdmServer.cfg
Invader: +exec configs/invaderServer.cfg
Other common command line parameters:
Server Name: +set sv_hostname "This is the server name"
Max players: +set sv_maxclients n (where 0 < n <= 32,
default is 16)
Pure Server: +set sv_pure 1 (off by default)
Track & Record Stats: +set sv_communitystats 1 (pure and
punkbuster must also be enabled in order
to track stats)
Alternate Port: +set net_port p (where p is the port,
see notes on port below)
Low Bandwidth Server: +set dm_effectscontroller 0
Notes on port: The default port is 13203, and the game will
automatically select the closest unused port above 13203 if it is
already in use. In situations where multiple dedicated servers
are launched on a single machine, the game selects the port
automatically - it is not necessary to manually assign the port.
EXAMPLE DIRECT INVOCATIONS
Typical invocations will include a default game configuration,
host name, and max number of players. The recommended maximum number
of players in and invader match is 16, the maximum number of players
in any multiplayer game is 32.
Example invocation of a FFA dedicated server:
mohpa_server.exe +exec configs/ffaServer.cfg +set sv_hostname
"FFA Server 1" +set sv_maxclients 20 +set punkbuster 1
+set sv_pure 1 +set sv_communitystats 1
Example invocation of a TDM dedicated server:
mohpa_server.exe +exec configs/tdmServer.cfg +set sv_hostname
"TDM Server 1" +set sv_maxclients 20 +set punkbuster 1
+set sv_pure 1 +set sv_communitystats 1
Example invocation of an invader dedicated server:
mohpa_server.exe +exec configs/invaderServer.cfg
+set sv_hostname "Invader Server 1" +set sv_maxclients 16
+set punkbuster 1 +set sv_pure 1 +set sv_communitystats 1
Example invocation of a FFA server intended for people connecting
in lower bandwidth situations:
mohpa_server.exe +exec configs/ffaServer.cfg
+set sv_hostname "FFA Low Bandwidth Server 1"
+set sv_maxclients 8 +set dm_effectscontroller 0
+set punkbuster 1 +set sv_pure 1 +set sv_communitystats 1
FULL LIST OF GAME CVARS
There are a plethora of tuning variables (known as "cvars") that
can be modified from their default values. Any cvar can be set
from the command line by simply adding to the command line the
phrase: set
be configured via the Dedicated Server Launcher described above.
Below is a list of most of the game related tuning variables:
// Server Name - Name that will appear on the server browser
sv_hostname "Nameless Battle"
// Password - Allows you to set a password for the server
set password ""
// Max Players
set sv_maxclients 16
// Time Limit - This sets the elapsed time at which the game ends,
// the winner being the player with the highest score at that time
timelimit 0
// Frag Limit - The score at which the player or team will win
// the current map
fraglimit 0
// Welcome message - Will show up on the client when they join
// the server
g_motd ""
// Game Type:
// 1 Free for All
// 2 TeamDeathMatch
// 6 Invader
set g_gametype 1
// Heal Rate - Determines how fast players heal when they use
// a health pickup
set g_healrate 10
// Health Drop - When enabled players will drop a health pack
// when killed
set g_healthdrop 1
// Backpack Drop - When enabled players will drop their backpack
// when killed
set dm_classesDeathDropBackpack 1
// Weapon Drop - When enabled players will drop their weapon
// when killed
set dm_deathDropWeapon 1
// Realism - Toggles realistic mode
set g_realismmode 0
// Fast Run Speed - When checked, the speed at which players
// can run through levels is increased. Leaving it unchecked
// defaults to Medal of Honor Allied Assault's original run speed
set sv_runspeed 230
// Team Damage - Toggles friendly fire
set dm_teamdamage 0
// Infinite Ammo - Toggles the unlimited ammo setting
set g_unlimitedammo 0
// GameSpy - When set to one, creates a community server available
// through GameSpy
set sv_communitypublic 1
// Inactive Spectate - This sets the time in seconds after
// which an inactive player becomes a spectator. To save server
// bandwidth, 60 seconds is default.
set g_inactivespectate 0
// Map duration - This sets the amount of play time on this map
set g_tempmaptime 0
// Spawn delay - This sets how long it'll take for the players
// to spawn
g_respawn_time 10.000000
// Invulnerable Time - Amount of time a player is invulnerable
// for after spawning
set sv_invulnerabletime 3
// INFO Threshold - If >0 then limits amount of server INFO
// packets to send out per second
set dm_infoThreshhold 0
// STATUS Threshold - If >0 then limits amount of server STATUS
// packets to send out per second
set dm_statusThreshhold 0
// Max Rag Dolls - The number of bodies that will use the rag
// doll physics
set dm_maxragdolls 0
// DM Speed Mult - How much faster than single player the
// multiplayer players run
set sv_dmspeedmult 1.300000
// Mute Spectators - Prevents spectators from joining in the chat
set g_spectate_allow_full_chat 1
// Enable Punkbuster - Turns on punkbuster requirements for
// the server
set sv_punkbuster 0
// Show Enemy Names - Show the names of the enemies when you're
// looking at them
set g_showlookat 0
// Bleed To Death - Allow the players to bleed to death when
// they take aggravated wounds
set dm_bleedtodeath 0
// Disable Bleeding - Show the bleeding of the players in
// multiplayer
set sv_disablebleeding 0
// Online Stat Tracking - Connects to the stats tracking server
// to track your games
set sv_communitystats 0
// Enable retreating - Indicates if the server supports the
// defender fall back function
set g_retreat_enable 1
// Retreat respawn - If true respawn defenders with full
// weapons/ammo/health
set g_retreat_respawn 0
// Retreat cost - If true then accepting retreat use icon
// costs defenders a spawn
set g_retreat_cost 0
// Retreat time - How long the retreat use icon will remain
// after an objective is lost
set g_retreat_time 10.000000
// Retreat Delay - How long after hitting use icon that the
// player actually retreats
set g_retreat_delay 0.000000
// Able Group Name - The name of the "able" group
set sv_ablegroupname "Able"
// Baker Group Name - The name of the "baker" group
set sv_bakergroupname "Baker"
// Attacker Advance Delay - Stalls the attacking advance
// at the beginning of the match
set dm_attackerAdvanceDelay 10.000000
// Bandage Speed - The speed at which bandages can be applied
set dm_bandagespeed 2.000000
// Effects Controller - Sets the effects controller timing
set dm_effectscontroller 1
// Aim assist zoom - The amount of zoom on an aim assist
set dm_aimassistZoom 20
// Aim assist zoom time - The delay before it the aim assist
// activates
set dm_aimassistZoomTime 0.000000
// FFA Max Health - Free For All health cap
set dm_ffaMaxHealth 100
// Large Player Count - The large players setting
set dm_largePlayerCount 12
// Post Round Wait Time - Number of seconds to wait after
// round ends
set dm_postroundwaittime 30.000000
// Use Hag Initial Bullet Count - If zero then use
// dm_*_ammo_init cvars instead of HAGs to determine initial
// weapon loads
set dm_useHagInitialBulletCount 1
// Seconds Left In Match - Sets the countdown seconds for
// the match
set dm_secondsLeftInMatch 0
// Wait For Transition Flag - The delay when waiting for
// the transition flag
set dm_waitfortransitionflag 0
// Incapacitated Max Health - The maximum amount of health
// allowable when incapacitated
set dm_incapacitatedMaxHealth 25.000000
// Team Kill Warning - Warning message sent to the player
// for team killing
set g_teamkillwarn_message "MP:DefaultTeamKillWarnMessage"
// Team Kill Warnings - Number of warnings before being banned
set g_teamkillwarn "3"
// Team Kill Kick - Amount of team kills before the player
// is kicked off the server.
set g_teamkillkick 5
// Kick Duration - The amount of time before a team killer
// is allowed back onto the server
set g_teamkillbanduration 0
// Inactive Kick - This sets the time in seconds after which
// an inactive player is kicked out of the game.
// 900 (15 minutes) seconds is default.
set g_inactivekick 900
// Warm-Up Interval - the amount of time spent in the
// warm-up mode
set g_warmup 60
// Respawn Interval - Delay before the player respawns
set g_respawn_time 10
// Vote Majority - Sets the majority required for a vote
// to pass
set dm_votemajority 50
// Body Time Max - The maximum amount of time to rag doll
// a body
set dm_bodytime_max 60.000000
// Body Time Min - The minimum amount of time to rag doll
// a body
set dm_bodytime_min 5.000000
// Corpsman Attention Dist - The distance before the
// corpsman attention is enabled
set dm_corpsmanAttentionDist 400
// Corpsman Heal Amount - The healing power of the corpsman
set dm_corpsmanHealAmount 125
// Corpsman Heal Time - the time it takes for the corpsman
// to heal
set dm_corpsmanHealTime 2.000000
// Corpsman Max Morphine - The maximum amount of morphine
// the corpsman can carry
set dm_corpsmanMaxMorphine 6
// Corpsman Max Sulfa - The maximum amount of sulfa the
// corpsman can carry
set dm_corpsmanMaxSulfa 8
// Corpsman Revive Time - The delay before the corpsman can
// revive
set dm_corpsmanReviveTime 2.000000
// Engineer Disarm Expl Speedup - SpeedUp for the engineer
// to disarm explosives
set dm_engineerDisarmExplSpeedup 4.000000
// Engineer Max Explosives - The maximum number of
// explosives the engineer can carry
set dm_engineerMaxExplosives 8
// Engineer Plant Expl Speedup - SpeedUp for the engineer
// to plant explosives
set dm_engineerPlantExplSpeedup 4.000000
// Auto Balance - Auto balances the teams
// 0 - normal
// 1 - force you when you enter the game
// 3 - force you when you die
// (balancing if people leave the server mid game)
set g_teamautobalance 0
// Disable classes in Team Deathmatch
set dm_combatclassesenabled 1
// Enable voting in games
set g_allowvote 1
// Do Warmup - If zero there won't be a warmup infront
// of invader games
set g_doWarmup 1
// Peace Warmup - If zero them players can kill each other
// during warmup
set g_peace_warmup 1
// Invert Objective Numbers
set g_invobjno 0
// Infantry Limits
set sv_restrict_infantry 100
// Corpsman Limits
set sv_restrict_corpsman 100
// Engineer Limits
set sv_restrict_engineer 100
// Ammo Tech Limits
set sv_restrict_ammotech 100
// Close Range Limits
set sv_restrict_closerange 100
// Rifles Limits
set sv_restrict_rifle 100
// Sub Machine Guns Limits
set sv_restrict_smg 100
// Machine Guns Limits
set sv_restrict_mg 100
// Sniper Rifles Limits
set sv_restrict_sniperrifle 100
// Connection Restriction - Limits the ping times to
// prevent the server from getting overburdened
set sv_pingrestrict 0
// Spawn Pool Size - Number of lives in spawnpool. If
// <=0 then it’s 6x number of players at start, otherwise
// it’s the multiple
set g_spawnmultiple -1
// Kick Restrictions
set sv_kickrestrict 0
// Min Team bonus
set sv_minteambonus 0
// Max Team bonus
set sv_maxteambonus 0
// Min Kills
set sv_minkills 0
// Max Kills
set sv_maxkills 0
// Min Team Online
set sv_mintimeonline 0
// Max Team Online
set sv_maxtimeonline 0
// Allied Frags - The cap on the number of allied frags
// before the round is over
set dm_alliesFrags 0
// Axis Frags - The cap on the number of axis frags
// before the round is over
set dm_axisFrags 0
// Map - Starting map on the rotation
map "maps/dm/MP_Airfield_INV"
// Map Rotation List
sv_maplist "1 maps/dm/MP_Airfield_INV;
1 maps/dm/MP_Bataan_INV;
1 maps/dm/mp_bougainville_inv;
1 maps/dm/MP_Bridge_INV;
1 maps/dm/MP_Gavutu_INV;
1 maps/dm/MP_Gifu_inv_devel;
1 maps/dm/mp_matanikau_inv;
1 maps/dm/mp_wakeisland_inv;"
// Artillery Ammo Time - The amount of time before the
// artillery ammo respawns
set dm_artilleryAmmoTime 4.000000
// Artillery Internal Ammo - The internal amount of ammo
// the artillery guns can hold
set dm_artilleryInternalAmmo 1
// MG Ammo Time - The amount of time before the MG ammo respawns
set dm_mgAmmoTime 1.500000
// MG Internal Ammo - The internal amount of ammo the
// MG guns can hold
set dm_mgInternalAmmo 65
// MG Cool Rate
set dm_mgCoolRate 2.250000
// MG Heat Rate
set dm_mgHeatRate 2.500000
// MG Jam Time
set dm_mgJamTime 1.750000
// MG Max Health
set dm_mgMaxHealth 150
// MG Supply Count
set dm_mgSupplyCount 2
// MG Supply Max Count
set dm_mgSupplyMaxCount 5
// MG Supply Size
set dm_mgSupplySize 30
// MG User Distance - The distance the user needs to be
// before operating the MG
set dm_mgUserDistance 64
// Cornucopia Ammo - If zero then ammoboxes only refill
// weapon in hand, not all weapons in inventory
set dm_cornucopiaAmmo 1
// Full Restock Ammo - If zero then only a partial restock
// of ammo happens when running over ammoboxes
set dm_fullRestockAmmo 1
// Artillery Max Health
set dm_artilleryMaxHealth 1750
// Artillery Support count
set dm_artillerySupplyCount 3
// Artillery supply max count
set dm_artillerySupplyMaxCount 5
// Artillery Supply Size
set dm_artillerySupplySize 1
// Explosives Arm Time
set dm_explosivesArmTime 15.000000
// Explosives Damage
set dm_explosivesDamage 200
// Explosives Disarm Time
set dm_explosivesDisarmTime 15.000000
// Explosives Fuse Time
set dm_explosivesFuseTime 30.000000
// Explosives Radius
set dm_explosivesRadius 500
// Landmine Defuse Time
set dm_landmineDefuseTime -1.000000
// Landmine Defuse Time Engineer
set dm_landmineDefuseTimeEngineer 4.000000
// Landmine Max Spot Distance
set dm_landmineMaxSpotDistance 500
// Landmine Spot Mult Crouch
set dm_landmineSpotMultCrouch 0.500000
// Landmine Spot Mult Prone
set dm_landmineSpotMultProne 1.000000
// Landmine Spot Mult Stand
set dm_landmineSpotMultStand 0.330000
// Landmine Spotting Narrowness
set dm_landmineSpottingNarrowness 0.850000
// Grenades Allowed - If zero then no grenades handed
// out when game starts
set dm_grenadesAllowed 1
// Landmines Allowed - If zero then no landmines handed
// out when game starts
set dm_landminesAllowed 1
// Satchel Charges Allowed - If zero then no satchel
// charges handed out when game starts
set dm_satchelChargesAllowed 1
// Death match flags
// DF_NO_HEALTH 0x1
// DF_NO_POWERUPS 0x2
// DF_WEAPONS_STAY 0x4
// DF_NO_FALLING 0x8
// DF_INSTANT_ITEMS 0x10
// DF_NO_ARMOR 0x800
// DF_NO_FOOTSTEPS 0x20000
// DF_ALLOW_LEAN 0x40000
set dmflags 0
==================================================================
Useful Web Sites
==================================================================
Windowsupdate.microsoft.com
Keep your Windows installation up to date.
Mohpa.ea.com
The official Medal of Honor Pacific Assault(tm) website.
Cmohs.org
The official site of the Congressional Medal of Honor Society.
==================================================================
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HEREBY DISCLAIMED. IN NO EVENT WILL ELECTRONIC ARTS BE LIABLE FOR
ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM
POSSESSION, USE, OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE
PRODUCT.
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WARRANTY LASTS AND/OR EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR
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OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU
SPECIFIC RIGHTS, AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY
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ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THIS
FILE AND TO THE SOFTWARE AT ANY TIME AND WITHOUT NOTICE.
THIS FILE AND THE SOFTWARE HEREWITH IS COPYRIGHTED. ALL RIGHTS ARE
RESERVED. NO PART OF THIS FILE OR THE SOFTWARE MAY BE COPIED,
REPRODUCED, TRANSLATED, OR REDUCED TO ANY ELECTRONIC MEDIUM OR
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ELECTRONIC ARTS, P.O. BOX 9025, REDWOOD CITY, CALIFORNIA
94063-9025, ATTN: CUSTOMER SUPPORT.
==================================================================
Electronic Arts Copyright
==================================================================
Software and Documentation © 2004 Electronic Arts Inc.
ALL RIGHTS RESERVED.
==================================================================
Pentium and the Intel Inside logo are trademarks or registered trademarks of
Intel
Corporation or its subsidiaries in the United States and other countries.