Hello, Joker
I love the mod it is great but I got some things that need some ironing out that I can't find
First off, When I try to shoot a sniper and or a bazooka at far distance the bullets curve? Got a fix for that?
Second off. I can't seem to get the rotation to stay at ctf, I have to manually change it myself
Third, How can I make my own logo. Can you post "Detailed instructions" on how to do it, Everyone says just keep it the same resolution, but it doesn't work.
Fourth, In z_X5.iwd ( Whatever it is named) Under Images> There is nuke, napalm, etc. Does this mean this mod is Nuke Ready like it was for cod4 if So how do I enable it?
Fifth, Parachuting wont enable for me, What can I look for to make it work.
Sixth, Can I change the Background of the Menu, (When you quit the game) From a Nuke to something else, No offense I don't really like the nuke "Please post detailed instructions"
On limited time, so can only answer a few questions at the moment.
Bazooka is suppose to. The Sniper rifles do not curve. Here are a few screenies
#2 -- post your maprotation.cfg
#3 -- pretty much the same as in COD4 -- and there is a Tut for that around here somewhere
#4 -- is not inculde as it wasn't ready yet
#5 -- Post your parachute settings
#6 -- Same as #3
//******************************************************************************
// Call of Duty 5 - eXtreme+ modification
//******************************************************************************
// author : eXtreme+ Support Crew
// email : admin@mycallofduty.com
// website :
http://www.mycallofduty.com//
// mod : X5 : eXtreme+ Warfare
// version : v1.0
// update : February 2009
//******************************************************************************
//******************************************************************************
// Map control settings
//******************************************************************************
// automatically try to fix errors in maprotation. After this has been done the cvar will be set
// to "0" so that it will only run when you start the server or reload your configs.
// 0 = disable (default)
// 1 = enable (once)
set ex_fix_maprotation "1"
// use random map rotation
// 0 = disable (default)
// 1 = enable
//set ex_random_maprotation "0"
// rotate map if server is empty for the set number of minutes
// 0 = disable
// 1 - 1440 = minutes (default)
set ex_rotate_if_empty "10"
//******************************************************************************
// Player number based map rotation
//******************************************************************************
// here you can set your server to use custom map rotations based on the amount of players
// on the server at that time. As more people join the server, the game will use a different rotation.
// If enabled this will kick in after the first gametype/map and is checked again at the end of a map
// to ensure the amount of players is detected before the next map begins.
// player based rotation global
// 0 = disable, 1 = enable, default = 0
//set ex_pbrotate "0"
// this is the maximum number of players before the server outgrows the SMALL map rotation,
// and switches to the MEDIUM rotation.
// It will automatically fall back to the SMALL rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0;
//set ex_pbrsmall "0"
// this is the maximum number of players before the server outgrows the MEDIUM map rotation,
// and switches to the LARGE rotation.
// It will automatically fall back to the MEDIUM rotation if the number of players drops to this number.
// min = 0, max = 64, default = 0;
//set ex_pbrmedium "0"
// set your SMALL map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_small_rotation ""
// set your MEDIUM map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_med_rotation ""
// set your LARGE map rotation.
// Use it exactly like you would sv_maprotation.
//set scr_large_rotation ""
//******************************************************************************
// Clear Map Rotation (do NOT edit)
//******************************************************************************
set sv_maprotationcurrent ""
//******************************************************************************
// First gametype to load (if not specified in sv_mapRotation)
//******************************************************************************
// "ctf"
// "dm"
// "dom"
// "koth"
// "sab"
// "sd"
// "tdm"
// "twar"
set g_gametype "ctf"
//******************************************************************************
// Map Rotation (only activate ONE sv_maprotation line)
//******************************************************************************
//CTF
//set sv_mapRotation gametype ctf mmap mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban
//DM
//set sv_mapRotation "gametype dm map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//DOM
//set sv_mapRotation "gametype dom map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//KOTH
//set sv_mapRotation "gametype koth map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//SAB
//set sv_mapRotation "gametype sab map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//SD
//set sv_mapRotation "gametype sd map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//TDM
set sv_mapRotation gametype tdm map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban
//TWAR
//set sv_mapRotation "gametype twar map mp_airfield map mp_asylum map mp_castle map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin map mp_makin_day map mp_outskirts map mp_roundhouse map mp_seelow map mp_shrine map mp_suburban"
//******************************************************************************
// Map Rotation Stacker
//******************************************************************************
// If you need a very long map rotation, or you just want to organize the map rotation
// into managable chunks, you can split your rotation into several lines by using the
// rotation stacker. You can add as many lines as you like, but always start at 1,
// and don't skip numbers (no gaps)
//------------------------------------------------------------------------------
//set sv_mapRotation ""
//set sv_mapRotation1 ""
//set sv_mapRotation2 ""
//set sv_mapRotation3 ""
#3 Do you have a link, I will search.
#4 Can't wait for nukes!!
#5 /******************************************************************************
// Parachute players
//******************************************************************************
// 0 = disabled (default)
// 1 = once for each map
// 2 = roundbased: never parachute in after matchstarts
// 3 = always
//set ex_parachutes "1"
// Only attackers parachute (0 = no, 1 = yes) (default 0)
//set ex_parachutes_only_attackers "0"
// Protect parachuters from damage?
// 0 = disabled
// 1 = protected while dropping down and weapons disabled
// 2 = weapons enabled and protected while dropping down until fire or bash button is pressed (default)
set ex_parachutes_protection "1"
// Limit altitude (0 = no limit max = 6000) (default 2000)
// Some maps have a really high sky and not using a limit could mean
// parachuting for 30 seconds or more before landing.
//set ex_parachutes_limit_altitude "800"