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This week the Hitman mod got released.

One player is The Group Commander
At least one player is the Hitman
The majority of the players are Guards.
The Commander gets 2 points for killing a Hitman, but his position is indicated on the hud by a time-delayed blip and must keep moving to avoid precise detection by the Hitmen.
The hud blip can be turned off by cvar
Hitmen receive 2 points for killing The Commander. Hitmen are usually outnumbered 2 to 1 by Guards, who should be trying to guard The Commander in an attempt to gain their chance to be a Hitman. This promotes team work rather than merely looking to obtain points, as the object is to defend the Commander.
The more players on a server means more than one Hitman. Then, a further objective of the game is for each Hitman to evade the others, and get to and kill the Commander first.
When The Commander is killed, another Guard becomes The Commander.
The Commander cannot kill himself or be killed by friendly fire.
Guards can gain 1 point for killing a Hitman, and Hitmen gain 1 point for killing a Guard.
Damaged cause by friendly fire between the Guards and the Commander is split 50/50 between the shooter and damaged player.
If a Guard finds and kills an Hitman, that Agent becomes a Guard, and the Guard becomes a new Agent.

Features:
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Custom headicons:
Commander = Officers Cap
Guard = a Shield
Hitman = a Machine Gun
Fading hud elements after game start (15 seconds - to clean up the screen)
Cvar to turn off objectives on the compass altogether
Cvar to alter the time-delay for the objective blip on compass
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Based on Artful_Dodger's ESP gametype for COD1 and UO
Ported over with changes by Trally.
GJ.
The HITMAN mod can be played on our Call of Duty2 server HQ2.
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