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 [1.6.4] Behind Enemy Lines 
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Post [1.6.4] Behind Enemy Lines
I still need to finish some tests but so far everything is working as expected...

Here's the configuration file where you can see the new variables to control this new gametype:
Code:
//******************************************************************************
//  _____                  _    _             __
// |  _  |                | |  | |           / _|
// | | | |_ __   ___ _ __ | |  | | __ _ _ __| |_ __ _ _ __ ___
// | | | | '_ \ / _ \ '_ \| |/\| |/ _` | '__|  _/ _` | '__/ _ \
// \ \_/ / |_) |  __/ | | \  /\  / (_| | |  | || (_| | | |  __/
//  \___/| .__/ \___|_| |_|\/  \/ \__,_|_|  |_| \__,_|_|  \___|
//       | |               We don't make the game you play.
//       |_|                 We make the game you play BETTER.
//
//            Website: http://openwarfaremod.com/
//******************************************************************************

//******************************************************************************
// GAMETYPE DESCRIPTION
//******************************************************************************
// In Behind Enemy Lines two teams fight each other. However, one team (the runners)
// are over powered by the other team (the hunters) about 1:3-4. Runners will
// receive extra points for staying alive. If a hunter kills a runner that
// hunter will become a runner and the runner will become a hunter.
// The player that reaches the score limit or the player with the highest score
// at the end of the game wins.

//******************************************************************************
// BEHIND ENEMY LINES SETTINGS
// ALL VARIABLES WORK IN RANKED AND UNRANKED MODES
//******************************************************************************
// PLEASE REMEMBER TO UNCOMMENT THE LINES BY REMOVING THE DOUBLE SLASHES (//)
// WHEN CHANGING A VALUE. PLEASE DO NOT UNCOMMENT LINES SET TO DEFAULT VALUES.
//******************************************************************************

// Time a player in the defending team needs to stay alive to get points
// 1 - 60: Time in seconds (default is 10)
set scr_bel_alive_points_time "10"

// Score a player will receive every scr_bel_alive_points_time seconds for staying alive
// 1 - 50: Score points (default is 5)
set scr_bel_alive_points "5"

// Show players on the defending team to their enemies in the compass
// 0 = Disabled
// 1 = Enabled (shows player position but doesn't follow the player) (default)
// 2 = Enabled (shows player position and keeps following the player until deactivated)
set scr_bel_showoncompass "1"

// Interval to show the player in the compass
// 1 - 60: Time in seconds (default is 30)
set scr_bel_showoncompass_interval "30"

// Time the defending players will be shown in the compass to their enemies
// 1 - 20: Time in seconds (default is 5)
set scr_bel_showoncompass_time "5"

// Score a player will receive every time he/she shows in the radar to the enemy
// 0 - 50: Score points (default is 5)
set scr_bel_showoncompass_points "5"

// Seconds it will take the player to respawn again once killed.
// -1 = Instance respawn, 0 = 10 seconds, > 0 Time in seconds
set scr_bel_playerrespawndelay "3.5"

// Score limit to win the match
// When the score limit is set to 0 the game will be played based on the time limit
set scr_bel_scorelimit "0"

// Time limit for each round. Round will finish once the time limit is reached.
set scr_bel_timelimit "20"

// Seconds it will take to spawn new waves of players
set scr_bel_waverespawndelay "0"

// Wait until the end of the round to perform a team-balance
// 0 = Disabled (default), 1 = Enabled
set scr_bel_teambalanceendofround "0"



Loading screen:
Image

Game information from the hunter's side:
Image

Spawning as a runner and runner's HUD showing time alive and points earned so far by staying alive:
Image

Spawning as a hunter:
Image

Hunter's side where the runners show on the compass (runners will not appear in the radar at the same time but it will depend on the settings and the time the runner spawned):
Image

Runner's side where the HUD elements turn red when they appear in the enemy's radar:
Image

Killing a runner from a hunter's perspective:
Image

Right now I'm working in MW but once everything looks good migrating it to WaW should be pretty much straight forward.

If anyone would like to help test this new gametype before I commit the changes to SVN please let me know and I will send you the files (mod.ff and behindenemylines.cfg).

Regards,
t3ch

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Wed Oct 28, 2009 11:20 pm
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Post Re: [1.6.4] Behind Enemy Lines
i can test it, when madmetzi or rabbit makes me a place in his box :oops:

:excited:

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Thu Oct 29, 2009 12:31 am
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Post Re: [1.6.4] Behind Enemy Lines
NICE !! i'll test it

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Thu Oct 29, 2009 9:56 am
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Post Re: [1.6.4] Behind Enemy Lines
I should be done with the basic test today or tomorrow... Once I'm done I will send you the files.

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Thu Oct 29, 2009 12:59 pm
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Post Re: [1.6.4] Behind Enemy Lines
Did some tweaks, adjustments, and a little bit of polish and it's almost ready for prime time... If anyone would like to test it please let me know and I will send you both files.

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Fri Oct 30, 2009 1:50 am
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Post Re: [1.6.4] Behind Enemy Lines
what is the ratio of the runners compared to the hunters?

I think Vanilla COD was 3 hunters for every runner.
Is this the same?

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Fri Oct 30, 2009 7:19 am
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Post Re: [1.6.4] Behind Enemy Lines
1:3-4

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Fri Oct 30, 2009 1:10 pm
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Post Re: [1.6.4] Behind Enemy Lines
Excellent work! Thanks that have made this gametype

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Fri Oct 30, 2009 1:23 pm
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Post Re: [1.6.4] Behind Enemy Lines
I can test it too, if needed. :)

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Fri Oct 30, 2009 3:05 pm
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Post Re: [1.6.4] Behind Enemy Lines
I will test also when I get some time, when will you put it in the SVN? I haven't updated in a little while and I don't know what else I would have to get up to speed to make it compatible.

Cheers,
ABC

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