Hi!
1. I'm afraid that there is no mods like that or at least I haven't heard of it, although if you can specify which maps and locations on these maps are interesting you, plus type of objective you want, we may help you with coding it. Or if you want to try it alone, you may look at level scripts and below links when something will be unclear:
- http://homepage.eircom.net/~abyrne/s...tation.html#so (Scripting Objectives)
- http://homepage.eircom.net/~abyrne/s...meClasses.html (Scripting Commands)
- http://homepage.eircom.net/~abyrne/sdk/ (Whole SDK - if development in mohaa will interest you)
2. Example file tree structure:
Code:
- pak0.pk3
- pak1.pk3
- pak2.pk3
- pak3.pk3
- pak4.pk3
- pak5.pk3
- pak6.pk3
- some-mod.pk3
- global
- DMPrecache.scr
- some-directory
- some-file
- some-mod1.pk3
- global
- DMPrecahce.scr
- some-file.scr
- some-other-file.scr
-reborn.pk3
Mods are executed in DMPrecache.scr, with entry like exec /global/jimsthings.scr. One thing to remember is that in MoH later file with the same name as earlier file will overwrite previous one, in case of example file structure I posted, DMPrecache from some-mod.pk3 is overwritten by DMPrecache from some-mod1.pk3 and thus main script controlling some-mod is not executed, same behavior happens between your Bones-Ski and Jim's punishment.
The simplest way to go about that is to have one .pk3 with all mods unpacked to it in some order and manually editing your own copy of DMPrecache as you add mods. In my old servers I just had structure like:
Code:
- mod_pack.pk3
- global
- DMPrecache.scr
- Extended_gametypes
- Jims_Punishments
- Own_scripts
- Weapons