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Call of Duty 4 Tactical Realism Mod

Tactical Realism Mod (TRM) is a mod for Call Of Duty 4. It is a modified version that originated from wrm (wolfbanes realism mod) used in cod, cod uo and cod 2.
With TRM they have gone a step further then wrm by implementing the standard TR rules in the mod. If used with default settings you can not hurt anyone unless you aim down your sight, you take severe damage or death from second story jumps, you can not jumpshoot, dolphindive etc etc.
TRM is not trying to claim to be a realistic mod, it is still a videogame and the realism is always balanced with game factor, meaning it should still be fun to play.
Gametypes
CTF Capture the flag
HTF Hold the flag
CTFB Capture the flag back
CH Capture and hold, earn points for holding the flag, war kind of game
RE Retrieval
CQN Conquer
SAB, option to remove bomb/kill icons.
Modified functions
Anti jump. Will now only respond to jumps and falls instead of walking/leaning over an object.
See name of who is talking.
Challenges can be completed.
Custom Classes is working.
Ranking is working.
Show name and speaker of who is talking in voicechat.
For more details click READ MORE.
You will always be able to find the latest news, downloads, bugfixes and talk with other TRM players on http://tacticalrealismmod.com
Download MoD version 1.7.5 : http://www.sylfaster.co.uk/CoD4_Downloads/TRM.zip
You can test this mod on the {UW}TRM server : ip 69.65.49.242:28960
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TRM Version 1.7.5
FOR CALL OF DUTY 4: MW
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Introduction
Welcome to Tactical Realism Mod for Call of Duty 4. This mod is intended to provide a more realistic, immersive game experience and to promote tactical gameplay.
Nearly every feature can be enabled or disabled and many of the features have multiple settings, allowing you to configure the mod to your liking.
Table of Contents
1. Installation
2. Settings
3. Detailed Description of Settings
4. Known Bugs
5. Credits
6. Contact Information
1. Installation
- Create a folder called trm in your Call of Duty 4 - Modern Warfare/Mods directory.
- Unzip the files you downloaded to the trm folder.
- Your trm folder should now have the following:
 Server.cfg (required)
 Trm.cfg (required)
 Ctf.cfg (optional)
 Htf.cfg (optional)
 Ch.cfg (optional)
 Ctfb.cfg (optional)
 Weap_damage.cfg (optional)
 Mod.ff (required)
 Z_trm.iwd (required)
 Z_svr_mycustom.iwd (required)
- Add the following to your servers executable string, or instruct your server provider to do it:
+set fs_game mods/trm +set dedicated 2 +exec server.cfg +map_rotate
- The server can now be tested but I would recommend correcting the server.cfg as specified in chapter 2.
2. Settings
Server.cfg
rcon_password "abc " //set the password to control server through rcon.
sv_allowdownload 1 //must be set to 0 so players can download the mod when connecting.
sv_wwwdownload 1 // preffered if you have a webspace for maps etc or it will be very slow downloads.
sv_wwwBaseUrl http://www.your-domain-here.com/cod4 // put your url here for your webspace, on your webspace you then need to put the same files and folders as on your server (except for the cfgs) i.e Mods/trm/mod.ff
sv_wwwDlDisconnected 0 //so the player dont have to disconnect to download
At the very bottom of your server.cfg the following must added:
Exec trm.cfg //read and set your trm.cfg
Trm.cfg
There are dozens of settings for TRM 1.7.5, which is why we recommend using the trm config file to set up your server. Here is the complete list and a brief description of each setting. The following section will provide a detailed explanation of their use and functions. To change a setting, the Dvar must be preceded by "set". Here are some guidelines to remember while reading through the list:
<#> <== This means you have to enter a specific value.
"#" <== Any number may be used.
"abc" <== Whatever you type will become the setting's value. For example, "TRM" would set the value to TRM. Use to clear these values (no space).
"1" <== These settings are turned on with a "1" and turned off with a "0".
Note: All settings can be turned on, off or changed using the games console or b3. However, some features require a map_restart in order to take effect.
General Settings
trm_realhardcore 1 If this is set then a predefined config is used with no names, no lasers, no minimap etc. If this is set you can not change separate items such as lasers through config.
trm_pubhardcore 1 same as above but with friendly names
trm_wannabe 1 most visual aids enabled.
trm_spawnfallsafetime # enter seconds where player can not get hurt by falling after a spawn
trm_showscore 1 if set to 0 scores, deaths, kills will show with one round delay. This to avoid using scoreboard as info for kills.
trm_show_logo "1" - This shows a fading Logo located in the z_trm.iwd folder. This can be changed to your own logo.
trm_logox <#> - x position of the logo
trm_logoy <#> - y position of the logo
trm_texto_logo "abc" - shows a static text at bottom left corner.
trm_stupidscore "1" - 1. enable scoretext, 0 Disable scoretext.
trm_anti_antilag "1" - Anti Anti lag. This turns off IW's anti lag system.
trm_noCrosshair 1 Turns off crosshair
trm_noDogtags 1 ¬ Turns off dogtags for killed players
trm_noHitAlert 1 Turns off the crosshair indicator for hitting the enemy
trm_noMGCrosshair 1 Turns off the MG crosshairs
trm_noRedCrosshair 1 Turns off MG crosshair going red when on enemy
trm_noObits 1 Turns off obituaries
trm_tkObits 1 Displays obituaries for team-kills only (used with wrm_noObits)
trm_displayKiller 1 Message displayed to killed player informing them who killed them, weapon used, where they were hit, and how far away the player was.
trm_fadeAmmo 1 Ammo and grenades held fades from the HUD. They can be displayed by pressing the reload key or firing a round.
trm_spawnProtection <#> Time of spawn protection in seconds. A positive number will simply protect the player from damage for this many seconds, a negative number will cause ½ reflective damage for this amount of time. If the player moves from the spawn point, spawn protection turns off to prevent abuse of this feature.
trm_killAFKTime <#> Number of seconds after spawn to kill any player who has not moved since spawning.
trm_forceDownloads 1 Force auto-download on for anyone connecting to the server. Note: Players will only download custom files when the next map loads.
trm_penaltyTime before they can rejoin. Default is 3.
trm_spawnKillProtect 1 On respawn gametypes, players will be allowed to instantly respawn if spawn killed.
trm_spawnKilledTime <#> Number of seconds players after spawning players will be allowed to respawn instantly if killed. If they fire their weapon, they are no longer protected.
trm_noNadeSpam 1 Prevents nade spamming by waiting to allocate frag grenades at map start.
trm_noNadeSpamTime <#> Number of seconds to wait after map start before allocating frag grenades.
Rotating Server Messages
trm_deadMessageDelay <#> Number of seconds between rotating server messages for dead players only.
trm_deadMessage1 abc Rotating server messages for dead and spectating players only. You can have any number of messages, just increment the number by 1 for each new message (trm_deadMessage2, trm_deadMessage3
). Use SKIP to display no message for that cycle.
Team-Kill Monitor
trm_tkMonitor 1 Monitors team-kills. If a player team-kills, they are given a warning. Counted team-kills carry over from round-to-round, but not map-to-map.
trm_tkLimit <#> The number of team-kills that are allowed per map.
trm_killTK 1 The penalty for excessive team-kills is death with this activated.
trm_penaltyTime <#> In respawn gametypes, the number of seconds a player killed for team-killing must wait before being allowed to respawn. Default is 120 (2 minutes).
*The next two settings are for server admins to use through console:
trm_killPlayer <#> - Manually kill a player and prevent them from respawning for the duration of trm_killTKTime. The value is the players slot number.
trm_freePlayer <#> - Manually allow a player to respawn if they are waiting for the time limit of wrm_killTKTime to run out. The value is the players ID number.
Realism Settings
trm_rng_close <#> Damage in percent if player rng on close distance
trm_rng_range <#> Distance in yards for rng close combat.
trm_rng_damage<#> Damage in percent for rng above rng_range.
trm_damage_strength <#>
trm_realFallDamage 1 Overrides fall damage heights with next two settings.
trm_realFallMinHeight <#> In inches, minimum distance a player must fall to receive damage. Defaults to 114 (9.5 feet).
trm_realFallMaxHeight <#> In inches, maximum distance a player can fall and still survive. Defaults to 360 (30 feet).
trm_dropOnArmHit 1 If player is hit in the arm, weapon will drop to the ground.
trm_dropOnHandHit 1 If player is hit in the hand, weapon will drop to the ground.
trm_hitKick 1 The players view shifts when hit. The severity of the shift depends on the amount of damage dealt.
trm_hitdrop "1" - Player will fall to the ground if hit in the leg.
trm_bleeding <#> Players take damage from wounds, including fall damage. Severity of bleeding depends on this value. We recommend setting this to 25.
trm_painSounds 1 Players cry out in pain when injured.
trm_painSoundsChance <#> Chance for players to cry out in pain. For example, 3 would be a 1 in 3 chance.
trm_deathSounds 1 Players cry out in pain when killed.
trm_deathSoundsChance 1 Chance for players to cry out in pain. For example, 3 would be a 1 in 3 chance.
trm_maxRanges 1 Weapons deal no damage beyond their maximum ranges. Not activated at the moment
trm_claymorefriendly "1" - Claymores dont care about what team step on them
trm_rankup "1" - use ranking system
Use Key Magic
trm_useKeyMagic 1 Enables Use Key menu system, additional options that cycle by pressing the use key and then activated by holding down the use key at the desired option.
trm_bandaging 1 Allows players to bandage themselves or a team mate in close proximity if they are bleeding.
trm_bandages <#> Number of bandages each player starts off with.
trm_maxbandagetime <#> - time in seconds for worst case scenario bandagetime
trm_gunJamChance <#> Chance (1 in #) of weapon jamming. trm_discardWeapons 1 Players may choose to drop their weapon.
Clan Settings
trm_clanTags1 "abc" Player names are compared to this setting, character by character. Colors are ignored. The name beginning must match this value to be considered a clan member. You can define as many clan tags as you wish, just increment the number (trm_clanTags2, trm_clanTags3, etc.).
trm_clanTeam <#> Use axis or allies. Whichever team this is set to, non-clan are forced to join the other team.
trm_clanVote "1" Only clan members can initiate a vote.
trm_pubAutoassign 1 Non-clan players are forced to auto-assign.
Admin Tools
These settings are for server admins to use through console:
trm_killPlayer <#> - Manually kill a player and prevent them from respawning for the duration of wrm_killTKTime. The value is the players ID number.
trm_freePlayer <#> - Manually allow a player to respawn if they are waiting for the time limit of trm_killTKTime to run out. The value is the players ID number.
trm_switchTeam <#> - Forces a player to switch teams. The value is the players ID number. -1 will force all players to switch teams.
trm_ceaseFire 1 Turns on cease fire mode. All players will have their weapons drop until cease fire is turned off.
trm_practiceMode 1 Practice mode, no damage dealt but obituaries displayed.
trm_gorocket <#> - Manually send a player on a rocket tour before he is dropped to be crushed.
3. Gametype Changes
Search and Destroy
trm_bombSounds 1 Turns on planting and defusing sounds.
trm_ OneBomb 1 Use only one bombzone
trm_bombsiteA "1" - If 1 always use a bombsite, if 0 always use B bombsite. Requires trm_OneBomb to be set to 1
trm_randombomb "1" - With trm_OneBomb "0" it will choose between both, a or b bombsite. With trm_OneBomb "1" it will be either A or B.
trm_oneBombZoneChance # Percent chance of having only one bomb zone, randomly chosen, if wrm_forceBombZone is not being used.
trm_attackingTeam abc Use axis, allies, random or kingofthehill. Of course, using axis or allies forces that team to always attack. Using random will randomly choose the attacking team each round. Using kingofthehill will randomly choose the attacker for the first round and then the winner of each round defends for the next round.
trm_tactPoints 1 Awards 1 point to surviving members of the winning team.
trm_noDogTags 1 Dog tags for dead players are not displayed.
4. Known Bugs
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5. Credits
Developers: SpacepiG, Major Angel
Big thanks to the |TL| Tactical Realism community. This mod was originally designed for our community and our fight to bring TR into the big leagues.
CLAN ETS
Sponsoring a free test server, lots of help, support and ideas. Visit elite-tactical.net for a great forum and great servers at good prices. ETS Sixxguns also helped out with the trm website.
WRM for cod 2 Developers: Wolfsbane and Slipstick
Big thanks to the [1stSF/SS] Tactical Realism clan. This mod was originally designed for their clan and it continues to be the best source for suggestions and realism information.
Bodyfly
The airborne body effect at explosions from Mykmod.
AWE4
I modified a version of ctf, htf, ctfb, ch and the ranking idea from awe4
Outside Help:
Thanks to the modding community in general, and the folks over at modcod4.
Thanks to Realism1 for chosing the mod and providing a server to testing
Forgive us if we forgot to mention your name! But by all means, let us know, too!
6. Contact Information
We are very open to any suggestions the CoD4 and TR community has to offer. If you think we need something in with the mod, especially if it will help us create a better realism experience, please contact us!
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