PAM (Project Ares Mod)
Training Guide (New)
&
Frequently Asked Questions
(FAQ)
Created By: |
{PJG} Anex |
Email: |
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Website: |
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Game(s): |
Call of Duty & United Offensive |
Last Update: |
December 10, 2004 |
Table of
Contents
Helpful Call of Duty Server / Mod
Administration Links
Installing PAM – Server Side (Regular CoD)
Default Method – Call of Duty/Main
True Mod Method – Call of Duty/PAM
Installing PAM – Server Side (United
Offensive)
Default Method – Call of Duty/UO
Uninstalling Server Side – Regular CoD
Uninstalling Server Side –United Offensive
Enable/Disable PAM - United Offensive Only
Match Warm Up Time (g_matchwarmuptime)
Round Warm Up Time (g_roundwarmuptime)
Match Intermission Time (g_matchintermission)
Warm Up Mines (sv_warmupmines)
Halftime Control Settings (i.e. Team
Switching)
Sniper Weapon Drop (sv_noDropSniper)
Deployable Weapon Drop (sv_noDropDMG)
Deployable Machine Gun Limiter (DMG – United
Offensive Only)
Tank Control Limiters (United Offensive ONLY)
Tank Capture Time (scr_tank_capture_time)
T34 Tank (scr_allow_t34_limit)
Panzer Tank (scr_allow_panzeriv_limit)
Sherman Tank (scr_allow_sherman_limit)
SUL 52 Tank (scr_allow_sul52_limit)
Elefant Tank (scr_allow_elefant_limit)
Map Specific Tank Controls (Public Mode ONLY)
Examples of Limiting Tanks by GameType
Examples of Limiting Tanks by Maps
PAM Bomb Plant, Defuse, and Explode Time
Settings
Artillery Strike Controls – United Offensive
Only
First Call for Artillery Strikes
Time Between Artillery Strike Calls
PAM Statistics & Bullet Hit Control
Settings
Gametype Specific Controls – United Offensive
Only
Clearing Scores After Each Half
Clearing Scores After Each Half
Random Team Selection (Axis/Allies)
Initiating Halftime & Completing the Match
Clearing Player Scores at Halftime
Public Mode – All Supported Gametypes
League Modes Supported for Regular Call of
Duty
League Modes Support for Call of Duty: United
Offensive
Modifying PAM Rules/Settings & Adding New
Leagues
Adding New League Rules & Settings to PAM
Modifying PAM Files For Regular Call of Duty
Updating League Rules & Settings
Supported by PAM
Modifying PAM Files For United Offensive
Updating League Rules & Settings
Supported by PAM
PAM Pub Mode Custom Config File Examples
Example for Regular Call of Duty
PAM Frequently Asked Questions (FAQ)
Why won’t my server start after installing
PAM?
My server runs, but PAM doesn’t seem to work,
why?
Why does PAM go to halftime after only 1
round in PUB mode?
How do I create a custom config file for PAM?
What’s a good default setup for PAM the
cvars?
How do I control PAM once I have it installed
and working?
How do I get the PAM Message Center to work?
How do I set my server up to be in match mode
for PAM?
How do return my server back to pub mode
after playing a match?
How do I turn on/off PAM sounds (including
the bashing goat sound)?
Can I limit the available weapons in PAM? If
so, how?
What is the halftime feature and how do I use
it?
Why is the PunkBuster Config set as it is?
Why are the minefields not killing people any
more?
We seem to be stuck in Overtime, how do we
get back to normal?
Can we remove the Ready Up part in Pub Mode?
How do I modify the Bomb Plant, Defuse, &
Explode times.
How do we edit the Public pk3 files to change
various things?
I represent a gaming league and need to
update my league’s rules in PAM, how do I do this?
If I find a bug in PAM, what should I do?
If I have a suggestion (i.e. Feature Request)
for PAM, what should I do?
Garet: As the original designer of PAM, Garet started out with a simple idea and has since created what has become THE Call of Duty competition mod of choice for dozens of gaming leagues, including the 3 largest in the world: ClanBase, CAL, and TWL. Working with the community, gaming leagues, and even the game developers themselves, Garet is constantly improving PAM for the betterment of everyone.
Bullet-Worm: A long time competition modder of his own, bullet-worm has created many competition mods and scripts over the years. Joining the PAM mod team earlier this year (2004), he quickly made an impact and has shown much dedication. With the release of United Offensive, the much awaited expansion to Call of Duty, bullet-worm has taken on the daunting task of porting PAM over to CoD: UO…to which he has almost completed – Beta 3 hit the downloands section last night.
{PJG} Squad: How can I take credit for anything I do without giving credit back to those who support and help me along the way. With that, I simply must give credit to my friends and teammates @ {PJG} Squad. These guys have been my guinea pigs for a long time, working with me in testing a multitude of server administration issues so I can properly understand and document everything. Much love {PJG}, hope we have many more years to come…
Below is a list of several links to varying places that provide great help for administering servers, using mods, and basic game information as it pertains to CoD and PAM itself.
Site Name |
Site Link |
Site Description |
Anex’s Server Admin
Training Guide |
Designed by me, the RCON Training/Reference Guide is a simple web document to help new and even senior server admins administer their server(s). It details a great many of the game cvars and commands, providing usage examples to better enable ones understanding and use of them. |
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Garet’s Gaming Garage |
Your one stop location to anything and everything PAM and CoDTV related. All PAM downloads and support is done via here. |
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CoDaDmin.com |
Everything you every wanted and or needed to know about server administration can be found here (including MOD and 3rd party program support) |
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OldDog’s
Firewall/Router Guide |
This site attempts to provide some basics of firewalls, routers, IP addressing, and how to get your CoD Server up and visible to the Internet. |
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OldDog’s Dedicated
Linux Server Setup Guide |
This is perhaps the MOST inclusive Linux server setup guide I have ever seen. If you want to know everything about setting up a Linux server, this is definitely your guide! |
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BOS Brian’s Dedicated
Windows Server Setup Guide |
This is perhaps the MOST inclusive server setup guide I have ever seen. If you want to know everything about setting up a server, this is definitely your guide! |
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Boodizm.net |
Boodizm is a mod support site for several popular online games (CoD, SOF2, UT2004, and Q3A). They provide some very useful modding info, as well as a more involved list of game commands and cvars. They don’t describe them as detailed as I do, but they do have small descriptions and usage examples for several cvars/commands that I don’t have (either because they’re not every day use cvars/commands or because I simply haven’t gotten around to adding them). None the less, a very good site for those of you who want to learn more. |
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CoDaM |
CoDaM is a Server Administration and Mod integration support/control mod. It provides much greater control and flexibility over your server, all in an effort to provide more fun for you and your patrons. |
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PunksBusted.com |
PunksBusted.com is your one stop PunkBuster information resource. Any help you need with PunkBuster can easily be found here. They also have many admin tools, such as AliasFinder, Auto-MBL for members, and the almighty Master Ban List. If you haven’t been there yet, go now and catch those cheaters. |
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IWNation.com |
IWNation.com is a wonderful CoD resource dedicated to helping almost every aspect of the CoD and its community. Definitely a place to visit should you encounter CoD problems. |
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PunkBuster Commands
& Settings Documentation for Clients |
http://www.evenbalance.com/publications/cod-ad/index.htm#commands |
This is the Server Admins Commands and Settings information page for PunkBuster – created by EvenBalance. It details all the PunkBuster commands and settings available to Server Administrators. |
PunkBuster Commands
& Settings Documentation for Server Administrators |
This is the Client Side Commands and Settings information page for PunkBuster – created by EvenBalance. It details all the PunkBuster commands and settings available solely to the client (i.e. non server side) |
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EvenBalance –
PunkBuster |
EvenBalance main site. EB are the authors of the most renowned
anti-cheat program available today, PunkBuster. |
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Want your site linked in here? Simply use the above contact info and email me with a name, link, and description. Please note, however, that only sites designed to provide help/information to the CoD gaming community will be added (i.e. clan sites do not count) |
Project Ares Mod (PAM), is our CoD league match control mod. It provides greater security and admin control during matches, as well as has many public features included: new sounds; weapon limiters; bomb timing controls, etc. Thanks to the help of Bullet-Worm, PAM now also supports United Offensive – as a separate mod of course.
NOTE: PAM, for regular Call of Duty, currently only supports Search & Destroy mode. You may still play the other Gametypes with PAM installed, but PAM will have no control/effect.
*** UPDATE *** PAM has an updated PUB Rules pk3 and TWL Ladder pk3. You will need
to download and install these before attempting to start your server. The
updated PUB Rules pk3 is to fix teams switching after 1 round and the map
ending after 2 rounds; the updated TWL Ladder pk3 is simply to meet the current
TWL Ladder S&D rules. You can download both by clicking the links below:
Updated PUB PK3: Click [HERE]
Updated TWL Ladder PK3: Click [HERE]
*** UPDATE *** As per a TWL decision regarding PAM files not being permitted to be installed
client side, I have removed the contents of the client side installation
section entirely. Instead, I am hereby issuing a formal warning to any and all
people who play with PAM, and in TWL in particular, to REMOVE ALL PAM
FILES from your systems IMMEDIATELY. There is absolutely
no need for ANY PAM files to be installed locally.
Installing PAM Server Side is available in two methods: 1) The default, or old fashioned, method by installing all the files into the Call of Duty/MAIN folder; or 2) The “True Mod” method which entails installing the mod and all files into its own folder. Below are the step by step instructions for installing in both methods; simply choose the best method for you.
NOTE: Open the Readme.txt file for more information and a history of PAM versions.
NOTE: Open the Readme.txt file for more information and a history
of PAM versions.
At the moment, support for installing PAM for United Offensive will only be described using the default/old fashioned method. While it may be possible to install PAM for United Offensive via the True Mod method, I am currently not in a position to test and am therefore not willing to describe any such methods. Should I be informed that the process is essentially the same as with regular Call of Duty, then I will most definitely update the guide to reflect such information. In the meantime, below are the step by step instructions for installing in using the default method.
NOTE: Make sure to remove any and all mods currently used on your server as they may not be compatible with PAM; including any map exploit fixes – PAM:UO has incorporated map exploit fixes done by Innocent Bystander of www.after-hours.com and Bell of www.awemod.com.
NOTE: There are no client side files for United Offensive.
pam_mode [“text”]
// Controls the gaming mode
for PAM (see League
Modes & Settings for acceptable values)
svr_pamenable [0/1] // for controlling whether PAM is enabled
or not (United Offensive
Only)
In order to allow PAM to switch to and from league settings, including public mode, the command pam_mode is used to control the which settings are used. By setting this variable to a specific value (see League Modes & Settings for acceptable values) and restarting the map, PAM will load the settings for that particular league. When not participating in a match or scrim, setting PAM to pub mode will allow you to run your server using your normal server settings as well as give you full control over PAM’s pub settings.
Via Server Config file
set pam_mode "pub” (This will set PAM to run in PUB mode, using the settings as you define)
set pam_mode "twl" (This will set PAM to run in TWL mode, using the settings as defined by the TWL)
Via
Game Console (requires map_restart to take affect) (requires map_restart to take affect)
/rcon pam_mode "pub” (This will set PAM to run in PUB mode, using the settings as you define)
/rcon pam_mode "twl" (This will set PAM to run in TWL mode, using the settings as defined by the TWL)
NOTE: When switching from League mode to Pub mode, you must remember that PAM does not maintain your pub mode settings unless they’re specifically added to the pub rules pk3 file. As such, you will need to either add your desired settings to the file, or create a custom config file containing all the game settings you want to use. After switching to PUB mode, simply execute that config and your settings will be applied.
New to the PAM support for United Offensive, PAM now has a variable required to be set in order to determine whether PAM is enabled or not. When enabled, PAM takes over the server Gametypes with its own settings and then allows the settings as described in this documented to be used. When disabled, the normal default gametypes, commands, and settings are used; no PAM commands or settings will be available.
Via Server Config file
set svr_pamenable 1 (This will enable PAM to function on your server)
set svr_pamenable 0 (This will disable PAM, returning control to the default United Offensive control)
Via
Game Console (requires map_restart to take affect) (requires map_restart to take affect)
/rcon svr_pamenable 1 (This will enable PAM to function on your server)
/rcon svr_pamenable 0 (This will disable PAM, returning control to the default United Offensive control)
g_matchwarmuptime [#] // number of seconds for warming up
after map load/restart
g_roundwarmuptime
[#] // number of seconds for warming next
round
g_matchintermission [#] // length of match intermission
sv_warmupmines [0/1] // Enable/Disable Mine damage (0 = no, 1 =
yes)
g_matchwarmuptime [#] // number of seconds for warming up after map load/restart
The match warm up time setting, g_matchwarmuptime, is the number of seconds after a map load and 1 or more players join opposing teams that the map scoring will officially start. This setting is essentially the same as the individual cvars for Retrieval and Search & Destroy game modes (scr_re_graceperiod & scr_sd_graceperiod); PAM has compressed these into one cvar it controls. The following are examples of how to use the command:
Via Server Config file
set g_matchwarmuptime 15 (sets server default to 15 seconds)
Via
Game Console (requires map_restart to take affect)
/rcon g_matchwarmuptime 10 (sets to 10 seconds)
g_roundwarmuptime [#] // number of seconds for warming next round
The round warm up time setting, g_roundwarmuptime, is similar to g_matchwarmuptime but differs in that it controls the number of seconds before each round starts. The following are examples of how to use the command:
Via Server Config file
set g_roundwarmuptime 3 (sets server default to 3 seconds)
Via
Game Console (requires map_restart to take affect)
/rcon g_roundwarmuptime 5 (sets to 5 seconds)
g_matchintermission [#] // length of match intermission
The match intermission time sets the number of seconds after the map score limit or round limit has been reached before teams will switch sides and be able to continue the map. The following are examples of how to use the command:
Via Server Config file
set g_matchintermission 15 (sets server default to 15 seconds)
Via
Game Console (requires map_restart to take affect)
/rcon g_matchintermission 20 (sets to 20 seconds)
NOTE: May not be applicable to PAM 1.05a and above
sv_warmupmines [0/1] // Enable/Disable Mine damage (0 = no, 1 =
yes)
This setting simply controls whether mines are active or not before the match starts.
Via Server Config file
set sv_warmupmines 1 (Mines are enabled when in ready up mode)
set sv_warmupmines 0 (Mines are disabled when in ready up mode)
Via Game Console (requires map_restart
to take affect)
/rcon sv_warmupmines 1 (Mines are enabled when in ready up mode)
/rcon sv_warmupmines 0 (Mines are disabled when in ready up mode)
scr_half_round [#] // number of rounds before switching for halftime
scr_end_round [#] // end map when this number of rounds has been reached
scr_half_score [#] // team score before switching for halftime
scr_end_half2score [#] // team score to end the 2nd half
scr_end_score [#] // end map when this team score has been reached
scr_count_draws [0/1] // 0 = off (round draws are replayed), 1 = on (round draws are
ok)
The PAM halftime feature, otherwise known as team switching, is a method whereby after a certain number of rounds or team score on a map, teams can be switched, and then continued to play until the map round/score limit is reached. This allows everyone to get an opportunity to play as both teams during the map; which may be particularly useful on maps where one team is highly favored.
In the new PAM release (PAM 1.05a and above), team switching ability has been modified to provide greater control over the switching. While it does add addition steps to accomplish, it does make the control a little more obvious and straight forward. Below is information pertaining to the types of team switching available and how they are used.
scr_half_round [#] // number of rounds before switching for 1st
halftime
scr_end_round [#] // end map when this number of rounds has been reached
Round based switching
simply means that when a certain number of rounds have been played, the teams
switch. It is controlled by two cvars as indicated above. Round based switching
is typically the norm in most gaming leagues, CAL, TWL, and Clanbase to name
the biggest.
Via Server Config file
set scr_half_round 6 (sets server to switch teams after 6 rounds)
set scr_end_round 12 (sets
server to end the map/2nd half after12 rounds)
Via
Game Console (requires map_restart to take affect)
/rcon scr_half_round 6 (sets server to switch teams after 6 rounds – requires map restart)
/rcon scr_end_round 12 (sets server to end the map/2nd half after12 rounds – requires map restart)
scr_half_score [#] // team score before switching for 1st halftime
scr_end_half2score [#] // team score to end the 2nd half (scores from 1st half are not
counted as part of the 2nd half score)
scr_end_score [#] // end map when this overall team score has been reached
(combination of 1st and 2nd half scores)
Team based switching
simply means that when a team achieves a certain score, number of rounds won,
the teams switch. It is controlled by two cvars as indicated above. The third
control cvar, scr_end_score, simply means
that when a team has reached this overall match score, that the match is to
end. Score based switching is not the norm in most gaming leagues, but is used
with some, most notably the OGL.
Via Server Config file
set scr_half_score 5 (sets server to switch teams when one team reaches 5 wins)
set scr_half2_score 5 (sets server to end the map when one team reaches 5 wins during the 2nd half)
set scr_end_score 10 (sets server to end the map when one team reaches 8 total wins)
Via
Game Console (requires map_restart to take affect)
/rcon scr_half_round 5 (sets server to switch teams when one team reaches 5 wins)
/rcon scr_half2_score 5 (sets server to end the map when one team reaches 5 wins during the 2nd half)
/rcon scr_half_round 10 (sets server to end the map when one team reaches 8 total wins)
scr_count_draws [0/1] // 0 = off (round draws are replayed), 1 = on (round draws are ok)
Introduced in PAM 1.05, you now have the ability to control what happens when a round ends in a draw; either the round is replayed or accepted as is. While this is mainly for leagues you may wish to prevent round draws, it is available via public mode none the less.
Via Server Config file
set scr_count_draws 1 (Round Draws are recorded as is)
set scr_count_draws 0 (Round Draws are replayed)
Via Game Console (requires
map_restart to take affect)
/rcon scr_count_draws 1 (Round Draws are recorded as is – requires map restart)
/rcon scr_count_draws 0 (Round Draws are replayed – requires map restart)
NOTE: Round draws do not affect matches where halftime is controlled by team score, but it does directly affect matches where halftime is controlled by the number of rounds played. Keep this in mind should you have scr_count_draws set to 1.
sv_noDropSniper [0/1] // Allow sniper rifle to be dropped when a
player dies (0 = allow, 1 = disallow)
sv_noDropDMG [0/1] // Allow deployable machine gun to be
dropped when a player dies (0 = allow, 1 = disallow)
sv_alliedSniperLimit [#] // number of Allied snipers permitted (0
= disable weapon; 99 = no limit)
sv_alliedSMGLimit [#] // number of Allied SMG’s permitted (0 =
disable weapon; 99 = no limit)
sv_alliedMGLimit [#] // number of Allied MG’s permitted (0 =
disable weapon; 99 = no limit)
sv_alliedDMGLimit [#] // number of Allied deployable MG’s
permitted (0 = disable allies DMG; 99 = no limit) – United
Offensive Only
sv_axisSniperLimit [#] // number of Axis snipers permitted (0 =
disable weapon; 99 = no limit)
sv_axisSMGLimit [#] // number of Axis SMG’s permitted (0 =
disable weapon; 99 = no limit)
sv_axisMGLimit [#] // number of Axis MG’s permitted (0 =
disable weapon; 99 = no limit)
sv_axisDMGLimit [#] // number of Axis deployable MG’s
permitted (0 = disable weapon; 99 = no limit) – United
Offensive Only
PAM has the ability to control the weapons available and number thereof. By changing a weapon control value and restarting the map, all changes will come into effect.
NOTE: PAM Weapon Limiters ONLY work when PAM is set to pub mode; league modes control the weapon settings in their rules pk3s.
sv_noDropSniper [0/1] // Allow sniper rifle to be dropped when a
player dies (0 = allow, 1 = disallow)
As you know, when a player dies, the weapon said player was using is left on the ground and available to be picked up. PAM has the ability to control whether this action occurs or not with the sniper file. By enabling/disabling sv_noDropSniper, you can control whether a sniper rifle is left after a player dies or not. Generally, this feature is used when your server is limiting sniper rifles, thereby ensuring that only you set sniper limit is truly enforced. The following are examples of how to use the command:
Via Server Config file
set sv_noDropSniper 0 (Disabled – sniper rifles are left behind)
set sv_noDropSniper 1 (Enabled – no sniper rifles left behind)
Via Game Console (requires
map_restart to take affect)
/rcon sv_noDropSniper 0 (Disabled – sniper rifles are left behind)
/rcon sv_noDropSniper 1 (Enabled – no sniper rifles left behind)
sv_noDropDMG [0/1] // Allow deployable machine gun to be dropped
when a player dies (0 = allow, 1 = disallow)
As you know, when a player dies, the weapon said player was using is left on the ground and available to be picked up. PAM has the ability to control whether this action occurs or not with the sniper file. By enabling/disabling sv_noDropSniper, you can control whether a sniper rifle is left after a player dies or not. Generally, this feature is used when your server is limiting sniper rifles, thereby ensuring that only you set sniper limit is truly enforced. The following are examples of how to use the command:
Via Server Config file
set sv_noDropDMG 0 (Disabled – deployable machineguns are left behind)
set sv_noDropDMG 1 (Enabled – deployable machineguns are not left behind)
Via Game Console (requires
map_restart to take affect)
/rcon sv_noDropDMG 0 (Disabled – deployable machineguns are left behind)
/rcon sv_noDropDMG 1 (Enabled – deployable machineguns are not left behind)
sv_alliedSniperLimit [#] // number of allied snipers permitted
(99 = no limit)
sv_axisSniperLimit [#] // number of Axis snipers permitted (99
= no limit)
There are 2 sniper limit variables, one for Allies and one for Axis. The following are examples of how to use the command:
Via Server Config file
set sv_alliedSniperLimit 99 (No Limitation)
set sv_axisSniperLimit 99 (No Limitation)
nset sv_alliedSniperLimit 2 (Limit of 2 snipers)
set sv_axisSniperLimit 2 (Limit of 2 snipers)
Via Game Console (requires map_restart
to take affect)
/rcon sv_alliedSniperLimit 99 (No Limitation)
/rcon sv_axisSniperLimit 99 (No Limitation)
/rcon sv_alliedSniperLimit 2 (Limit of 2 snipers)
/rcon sv_axisSniperLimit 2 (Limit of 2 snipers)
sv_alliedSMGLimit [#] // number of allied SMG’s permitted (99
= no limit)
sv_axisSMGLimit [#] // number of axis SMG’s permitted (99 =
no limit)
There are 2 smg limit variables, one for Allies and one for Axis. The following are examples of how to use the command:
Via Server Config file
set sv_alliedSMGLimit 99 (No Limitation)
set sv_axisSMGLimit 99 (No Limitation)
Via Game Console (requires
map_restart to take affect)
/rcon sv_alliedSMGLimit 4 (Limit of 4 SMG’s)
/rcon sv_axisSMGLimit 4 (Limit of 4 SMG’s)
sv_alliedMGLimit [#] // number of allied MG’s permitted (99 =
no limit)
sv_axisMGLimit [#] // number of axis MG’s permitted (99 =
no limit)
There are 2 mg limit variables, one for Allies and one for Axis. The following are examples of how to use the command:
Via Server Config file
set sv_alliedMGLimit "99” (No Limitation)
set sv_axisMGLimit "99" (No Limitation)
Via Game Console (requires
map_restart to take affect)
/rcon sv_alliedMGLimit 4 (Limit of 4 MG’s)
/rcon sv_axisMGLimit 4 (Limit of 4 MG’s)
sv_alliedDMGLimit [#] // number of allied deployable MG’s
permitted (99 = no limit)
sv_axisDMGLimit [#] // number of axis deployable MG’s
permitted (99 = no limit)
There are 2 deployable machine gun limit variables, one for Allies and one for Axis. The following are examples of how to use the command:
Via Server Config file
set sv_alliedDMGLimit 99 (No Limitation)
set sv_axisDMGLimit 99 (No Limitation)
Via Game Console (requires
map_restart to take affect)
/rcon sv_alliedDMGLimit 4 (Limit of 4 MG’s)
/rcon sv_axisDMGLimit 4 (Limit of 4 MG’s)
scr_tank_capture_time [#]
// Sets the amount of time it takes to capture an enemy tank.
Please note that this time measurement is NOT in seconds. As noted by the
original developer of this addon, you may need to play with the value to have
the length you like. At this time, the default for this cvar is 15000.
scr_allow_t34_limit [#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
scr_allow_panzeriv_limit
[#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
scr_allow_sherman_limit
[#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
scr_allow_sul52_limit [#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
scr_allow_elefant_limit
[#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
A tank limit has now been included with PAM UO. This tank limiter is the one most popularly used by server admins. It was originally written by gitman. PAM UO must be enabled for the tank limiter to function! If PAM UO is not enabled, the script defaults to United Offensive’s STOCK tank scripts, which do not currently include tank limits.
NOTE: PAM Tank Limiters ONLY work when PAM is set to pub mode; league modes control the tank settings in their rules pk3s. Also, if you run a league and need to specify tank limits on a map-by-map basis then Bullet-Worm will be happy to show you how that can be done.
scr_tank_capture_time [#]
// Sets the amount of time it takes to capture an enemy tank.
Please note that this time measurement is NOT in seconds. As noted by the
original developer of this addon, you may need to play with the value to have
the length you like. At this time, the default for this cvar is 15000.
Via Server Config file
set scr_tank_capture_time 15000 (Default time for tanks to spawn)
Via Game Console (requires
map_restart to take affect)
/rcon scr_tank_capture_time 15000 (Default time for tanks to spawn)
scr_allow_t34_limit [#]
// Control the number of T34 tanks available during a half/match
(1, 2, 3, 4, etc.)
Via Server Config file
set scr_allow_t34_limit 0 (No T34 tanks will be spawned)
set scr_allow_t34_limit 3 (Limit of 3 T34 tanks)
Via Game Console (requires
map_restart to take affect)
/rcon scr_allow_t34_limit 0 (No T34 tanks will be spawned)
/rcon scr_allow_t34_limit 3 (Limit of 3 T34 tanks)
scr_allow_panzeriv_limit
[#]
// Control the number of Panzer tanks available during a
half/match (1, 2, 3, 4, etc.)
Via Server Config file
set scr_allow_panzeriv_limit 0 (No Panzer tanks will be spawned)
set scr_allow_panzeriv_limit 3 (Limit of 3 Panzer tanks)
Via Game Console (requires
map_restart to take affect)
/rcon scr_allow_panzeriv_limit 0 (No Panzer tanks will be spawned)
/rcon scr_allow_panzeriv_limit 3 (Limit of 3 Panzer tanks)
scr_allow_sherman_limit
[#]
// Control the number of Sherman tanks available during a half/match
(1, 2, 3, 4, etc.)
Via Server Config file
set scr_allow_sherman_limit 0 (No Sherman tanks will be spawned)
set scr_allow_sherman_limit 3 (Limit of 3 Sherman tanks)
Via Game Console (requires
map_restart to take affect)
/rcon scr_allow_sherman_limit 0 (No Sherman tanks will be spawned)
/rcon scr_allow_sherman_limit 3 (Limit of 3 Sherman tanks)
scr_allow_sul52_limit [#]
// Control the number of SUL 52 tanks available during a
half/match (1, 2, 3, 4, etc.)
Via Server Config file
set scr_allow_sul52_limit 0 (No SUL 52 tanks will be spawned)
set scr_allow_sul52_limit 3 (Limit of 3 SUL 52 tanks)
Via Game Console (requires
map_restart to take affect)
/rcon scr_allow_sul52_limit 0 (No SUL 52 tanks will be spawned)
/rcon scr_allow_sul52_limit 3 (Limit of 3 SUL 52 tanks)
scr_allow_elefant_limit
[#]
// Control the number of Elefant tanks available during a half/match (1, 2, 3, 4, etc.)
Via Server Config file
set scr_allow_elefant_limit 0 (No Elefant tanks will be spawned)
set scr_allow_elefant_limit 3 (Limit of 3 Elefant tanks)
Via Game Console (requires
map_restart to take affect)
/rcon scr_allow_elefant_limit 0 (No Elefant tanks will be spawned)
/rcon scr_allow_elefant_limit 3 (Limit of 3 Elefant tanks)
Also included in the tank limiter control for UO is the ability to control tanks at both the map and gametype level. By adding a gametype designation (i.e. sd, tdm, ctf) or map code name to the end of a tank limit setting, you will specify that whenever that gametype is used or whenever that map is played, that these tank limit settings are the ones to use. Below are a list of examples to help your understanding of the use opf this ability:
Via Server Config file
set scr_allow_elefant_limit_sd 1 (Limit of 1 Elefant tank for all Search & Destroy maps)
set scr_allow_t34_limit_ctf 2 (Limit of 2 T34 tanks for all Capture the Flag maps)
set scr_allow_sherman_limit_tdm 3 (Limit of 3 Sherman tank for all Team Death Match maps)
set scr_allow_panzeriv_limit_sd 2 (Limit of 2 Panzer tanks for all Search & Destroy maps)
set scr_allow_sul52_limit_tdm 1 (Limit of 1 SUL52 tank for all Team Death Match maps)
Via Server Config file
set scr_allow_elefant_limit_mp_carentan 1 (1 Elefant tank for Carentan – sd, ctf, and tdm)
set scr_allow_t34_limit_mp_berlin 3 (3 T34 tanks for for Berlin – sd, ctf, and tdm)
set scr_allow_sherman_limit_mp_kursk 2 (2 Sherman tanks for for Kursk – sd, ctf, and tdm)
set scr_allow_panzeriv_limit_cassino 2 (2 Panzer tanks for for Kursk – sd, ctf, and tdm)
set scr_allow_sul52_limit_mp_italy 1 (1 SUL52 tanks for for Kursk – sd, ctf, and tdm)
sv_BombPlantTime [#] //
Number of seconds to set the bomb (default = 5)
sv_BombDefuseTime [#] //
Number of seconds to defuse the bomb (default = 10)
sv_BombTimer [#] // Number of seconds for the bomb
to explode (default = 60)
Added in PAM 1.05, you now have the ability to control the bomb plant, defuse, and explode time settings; providing the ability to configure your server to run as you desire. The cvars required for this ability, as listed above, are sv_BombPlantTime, sv_BombDefuseTime, and sv_BombTimer. If cvars are not defined in your config, PAM presets them to the CoD default settings.
Via Server Config file
set sv_bombplanttime 5 (Bomb plant time is 5 sections - Default)
set sv_bombdefusetime 10 (Bomb defuse time is 10 sections - Default)
set sv_bombtimer 60 (Bomb explode time is 60 sections - Default)
Via Game Console (requires
map_restart to take affect)
/rcon set sv_bombplanttime 5 (Bomb plant time is 5 sections - Default)
/rcon set sv_bombdefusetime 10 (Bomb defuse time is 10 sections - Default)
/rcon set sv_bombtimer 60 (Bomb explode time is 60 sections - Default)
scr_artillery_first [#] // Number of seconds before a player can
call an artillery strike after spawning (0 = off, 1 = on)
scr_artillery_interval [#] // Number of seconds before a player can
call an artillery strike his last call (0 = off, 1 = on)
scr_artillery_first [#] // Number of seconds before a player can
call an artillery strike after spawning (0 = off, 1 = on)
Via Server Config file
set scr_sd_artillery_first 30 (Player can call his first artillery strike 30 seconds after spawning)
Via Game Console (requires
map_restart to take affect)
/rcon scr_sd_artillery_first 30 (Player can call his first artillery strike 30 seconds after spawning)
scr_artillery_interval [#] // Number of seconds before a player can
call an artillery strike after his last call (0 = off, 1 = on)
Via Server Config file
set scr_sd_artillery_interval 90 (Player can call artillery strikes every 90 seconds)
Via Game Console (requires
map_restart to take affect)
/rcon scr_sd_artillery_interval 90 (Player can call artillery strikes every 90 seconds)
sv_showstats [0/1] // Shows various match statistic analytics after each round/half (0 = off, 1 = on)
sv_showshots [0/1] // Shows where a player was hit and by what
weapon (0 = off, 1 = on)
At the moment, certain CoD limitations make the PAM stats addition a little troublesome/annoying for some people. While we can disable the continued on screen display of these during a match or during pub play, there’s unfortunately nothing we can do to completely disable them. For now, all you can do is limit their display to the console and on the screen at the end of match half or end of map; but at least it’s not happening after every round.
sv_showstats [0/1] // Shows various match statistic analytics after each round/half (0 = off, 1 = on)
Via Server Config file
set sv_showstats 0 (Disables PAM stats – 1 enables)
set sv_showstats 1 (Enables PAM stats – shows after every round, halftime, and end of match)
Via Game Console (requires
map_restart to take affect)
/rcon sv_showstats 0 (Disables PAM stats – 1 enables)
/rcon sv_showstats 1 (Enables PAM stats – shows after every round, halftime, and end of match)
sv_showshots [0/1] // Shows where a player was hit and by what
weapon (0 = off, 1 = on)
Via Server Config file
set sv_showstots 0 (Disables PAM Bullet Hit Detection Display)
set sv_showstots 1 (Enables PAM Bullet Hit Detection Display – each hit is displayed))
Via Game Console (requires
map_restart to take affect)
/rcon sv_showstots 0 (Disables PAM Bullet Hit Detection Display)
/rcon sv_showstots 1 (Enables PAM Bullet Hit Detection Display – each hit is displayed)
With PAM now supporting United Offensive and multiple gametypes, the inclusion of gametype specific has been added to the PAM: UO. Below is a series of those gametype specific settings, described as all other settings are above. Please note that while these settings are specific to their associated gametypes, the other settings discussed in this document also apply as they are all shared by each supported gametype.
scr_sd_clearscoreeachhalf [0/1] // Reset all player’s scores and deaths
back to 0 at half time; good for resetting battlerank (0 = off, 1 = on)
Via Server Config file
set scr_sd_clearscoreeachhalf 0 (Player score is never reset, battlerank continues to increase)
set scr_sd_clearscoreeachhalf 1 (Player score is reset after each half)
Via Game Console (requires
map_restart to take affect)
/rcon scr_sd_clearscoreeachhalf 0 (Player score is never reset, battlerank continues to increase)
/rcon scr_sd_clearscoreeachhalf 1 (Player score is reset after each half)
scr_ctf_clearscoreeachhalf [0/1] // Reset all player’s scores and deaths back to 0 at half time;
good for resetting battlerank (0 = off, 1 = on)
scr_ctf_scoringmethod [“text”] // Type of team scoring method to use (round =
1 point per round win, captures = 1 point for every flag capture)
scr_ctf_allowrounddraw [0/1] // Determines whether to permit round draws
when scoring method is “round” (0 = Sudden Death, 1 = on)
scr_ctf_allowmatchtie
[0/1] // Determine whether to allow match ties in
CTF (0 = no, 1 = yes)
scr_ctf_allowflagreturn [0/1] // Determines whether a player can return
his own flag by touching it after the carrier dies (0 = no, 1 = yes)
scr_ctf_flagresettime [-1/#] // Number of seconds before the flag would
automatically return to base (-1 = off)
scr_randomsides [0/1] // Determines whether team side selection
is random in Over time or not (0 = no, 1 = yes)
scr_ctf_clearscoreeachhalf [0/1] // Reset all player’s scores and deaths back to 0 at half time;
good for resetting battlerank (0 = off, 1 = on)
Via Server Config file
set scr_ctf_clearscoreeachhalf 0 (Player score is never reset, battlerank continues to increase)
set scr_ctf_clearscoreeachhalf 1 (Player score is reset after each half)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_clearscoreeachhalf 0 (Player score is never reset, battlerank continues to increase)
/rcon scr_ctf_clearscoreeachhalf 1 (Player score is reset after each half)
scr_ctf_scoringmethod [“text”] // Type of team scoring method to
use (round = 1 point per round win, captures = 1 point for every flag capture)
Via Server Config file
set scr_ctf_scoringmethod “round” (Teams score 1 point for every round won)
set scr_ctf_scoringmethod “captures” (Teams score 1 point for every flag capture)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_scoringmethod “round” (Teams score 1 point for every round won)
/rcon scr_ctf_scoringmethod “captures” (Teams score 1 point for every flag capture)
scr_ctf_allowrounddraw [0/1] // Determines whether to permit round draws
when scoring method is “round” (0 = Sudden Death, 1 = on)
Via Server Config file
set scr_ctf_allowrounddraw 0 (Rounds cannot end in a tie, a sudden death round is played to determine a winner)
set scr_ctf_allowrounddraw 1 (Rounds can end in ties, no sudden death replay is necessary)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_allowrounddraw 0 (Rounds cannot end in a tie, a sudden death round is played to determine a winner)
/rcon scr_ctf_allowrounddraw 1 (Rounds can end in ties, no sudden death replay is necessary)
scr_ctf_allowmatchtie
[0/1] // Determine whether to allow match ties in
CTF (0 = no, 1 = yes)
Via Server Config file
set scr_ctf_allowmatchtie 0 (Matches are not permitted to be tied, overtime must commence to determine a winner)
set scr_ctf_allowmatchtie 1 (Matches can end in ties, no overtime is necessary)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_allowmatchtie 0 (Matches are not permitted to be tied, overtime must commence to determine a winner)
/rcon scr_ctf_allowmatchtie 1 (Matches can end in ties, no overtime is necessary)
scr_ctf_allowflagreturn [0/1] // Determines whether a player can return
his own flag by touching it after the carrier dies (0 = no, 1 = yes)
Via Server Config file
set scr_ctf_allowflagreturn 0 (Players cannot return their own flags by touching them)
set scr_ctf_allowflagreturn 1 (Players can return their own flags by touching them)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_allowflagreturn 0 (Players cannot return their own flags by touching them)
/rcon scr_ctf_allowflagreturn 1 (Players can return their own flags by touching them)
scr_ctf_flagresettime [-1/#] // Number of seconds before the flag would
automatically return to base (-1 = off)
Via Server Config file
set scr_ctf_flagresettime 30 (30 seconds after a flag has been dropped, it will return to base)
Via Game Console (requires
map_restart to take affect)
/rcon scr_ctf_flagresettime 30 (30 seconds after a flag has been dropped, it will return to base)
scr_randomsides [0/1] // Determines whether team side selection
is random in Over time or not (0 = no, 1 = yes)
Via Server Config file
set scr_randomsides 0 (Teams have to manually choose sides in Overtime)
set scr_randomsides 1 (Team sides are automatically chosen in Overtime)
Via Game Console (requires
map_restart to take affect)
/rcon scr_randomsides 0 (Teams have to manually choose sides in Overtime)
/rcon scr_randomsides 1 (Team sides are automatically chosen in Overtime)
scr_half_time [#] //Number of minutes before initiating halftime and ending the 2nd half. If this is set to 0, scr_tdm_timelimit is used & no halftime occurs.
scr_tdm_scoringmethod [“text”] //Type of scoring method to use
(match = count tks against player and team score; stock = no deductions for tksrandom
in Over time or not (0 = no, 1 = yes)
scr_half_time [#] //Number of minutes before initiating halftime and ending the 2nd half. If this is set to 0, scr_tdm_timelimit is used & no halftime occurs.
Via Server Config file
set scr_half_time 20 (Halftime starts after 20 minutes, 2nd half ends after 20 minutes)
set scr_half_time 0 (No Halftime is used, map ends based either on stock settings for team score or time limit)
Via Game Console (requires
map_restart to take affect)
/rcon scr_half_time 20 (Halftime starts after 20 minutes, 2nd half ends after 20 minutes)
/rcon scr_half_time 0 (No Halftime is used, map ends based either on stock settings for team score or time limit)
scr_tdm_scoringmethod [“match” or “stock”] //Type of scoring method to use (match =
count tks against player and team scores; stock = no score deductions for tksrandom
in Over time or not (0 = no, 1 = yes)
Via Server Config file
set scr_tdm_scoringmethod “match” (TKs are counted against both player and team scores)
set scr_tdm_scoringmethod “stock” (TKs are not discounted from player and team scores)
Via Game Console (requires
map_restart to take affect)
/rcon scr_tdm_scoringmethod “match” (TKs are counted against both player and team scores)
/rcon scr_tdm_scoringmethod “stock” (TKs are not discounted from player and team scores)
scr_tdm_clearscoreeachhalf [0/1]
// Reset all player’s scores and deaths back to 0 at half time
(0 = off, 1 = on). If enabled (set to 1), then battlernanks will also be reset
at halftime. If disabled (set to 0), then battleranks will not be reset at
halftimegood for resetting battlerank.
Via Server Config file
set scr_tdm_clearscoreeachhalf 0 (Player scores are not reset at halftime; ranks are not reset)
set scr_tdm_clearscoreeachhalf 1 (Player scores are reset at halftime; ranks are reset as well)
Via Game Console (requires map_restart to take affect)
/rcon scr_tdm_clearscoreeachhalf 0 (Player scores are not reset at halftime; ranks are not reset)
/rcon scr_tdm_clearscoreeachhalf 1 (Player scores are reset at halftime; ranks are reset as well)
g_ot [0/1] // Determines whether over time is
permitted (0 = no, 1 = yes)
g_allowtie [0/1] // Determines whether a tie through
Overtime is permitted (0 = no, 1 = yes)
Overtime with PAM is controlled by 2 cvars, g_ot (determines whether PAM is run in a League OT mode) and g_allowtie (determines whether a tie is permitted). When g_ot is set to 1 and a match ends in a tie, both teams having the same overall score, overtime will commence. If g_allowtie is set to 1, then should both teams still have the same scores through Overtime, then the match will end as a draw.
Via Server Config file
set g_allowtie 1 (sets PAM to allow ties – 0 means no ties allowed)
set g_ot 0 (sets PAM to run in normal mode – 1 runs in OT mode)
Via Game Console (requires
map_restart to take affect)
/rcon g_allowtie 1 (sets PAM to allow ties – 0 means no ties allowed – requires map restart)
/rcon g_ot 0 (sets PAM to run in normal mode – requires map restart)
sv_playersleft [0/1] // 0 = off, 1 = on (This shows
the players left scoreboard)
sv_scoreboard [“text”] // Size of Hud display at end of
round/half/map (small, big, tiny - United Offensive Only)
sv_pamsounds [0/1] // Enable PAM sounds (0 = no, 1
= yes)
sv_axisgoat [0/1] // Enable Goat sound when
bashed (0 = no, 1 = yes)
sv_playersleft [0/1] // 0 = off, 1 = on (This shows the players left
scoreboard)
The Players Left section displays the number of players on both teams as well as lists the number of players still alive on both teams. This is a handy feature as it allows players to know what to expect, as far as team numbers, without having to press TAB and risk being killed while looking at the game scoreboard. Like all PAM settings, the ability to enable/disable exists and can be done as follows:
Via Server Config file
set sv_playersleft 0 (sets server default to disabled)
Via Game Console (requires map_restart to take affect)
/rcon sv_playersleft 0 (sets default to disabled)
sv_scoreboard [“text”] // Size of Hud display at end of
round/half/map (small, big, tiny)
At the moment, the only PAM control over the scoreboard is in regards to its size; you can either have it tiny (United Offensive Only), small, or big. Subsequent releases may eventually provide support to disable the PAM scoreboard, but for now simply decide which size you prefer.
Examples: Via Server Config file
set sv_scoreboard tiny (sets the PAM scoreboard to tiny – United Offensive Only)
set sv_scoreboard small (sets the PAM scoreboard to small)
set sv_scoreboard big (sets the PAM scoreboard to big)
Via Game Console (requires
map_restart to take affect)
/rcon sv_scoreboard tiny (sets the PAM scoreboard to tiny – United Offensive Only)
/rcon sv_scoreboard small (sets the PAM scoreboard to small)
/rcon sv_scoreboard big (sets the PAM scoreboard to big)
sv_pamsounds [0/1] // Enable PAM sounds (0 = no, 1 = yes)
While a feature I personally dislike, PAM has several UT type sounds included. Fortunately, we have the ability to disable them – to which they are by default.
Via Server Config file
set sv_pamsounds 0 (sets server default to disabled)
set sv_pamsounds 1 (sets server default to enabled)
Via Game Console (requires map_restart to take affect)
/rcon sv_pamsounds 0 (sets server to disabled)
/rcon sv_pamsounds 1 (sets server to enabled)
sv_axisgoat [0/1] // Enable Goat sound when
bashed (0 = no, 1 = yes)
A feature some enjoy, myself included, PAM has incorporated the sound of a goats “bahhh” to when a player is bashed. While obviously not something you would want in a scrim/match, is does make an interesting pub play feature.
Via Server Config file
set sv_axisgoat 0 (sets server default to disabled)
set sv_axisgoat 1 (sets server default to enabled)
Via Game Console (requires
map_restart to take affect)
/rcon sv_axisgoat 0 (sets server to disabled)
/rcon sv_axisgoat 1 (sets server to enabled)
sv_messagecenter [0/1] //Enable Message Center in Pub Mode (0 = no, 1 = yes)
sv_msgdelay [“text”] //Number of seconds between messages (1 to 999)
sv_message1 [“text”] //1st Message (set to “” to ignore)
sv_message2 [“text”] //2nd Message (set to “” to ignore)
sv_message3 [“text”] //3rd Message (set to “” to ignore)
sv_message4 [“text”] //4th Message (set to “” to ignore)
sv_message5 [“text”] //5th Message (set to “” to ignore)
sv_message6 [“text”] //6th Message (set to “” to ignore)
sv_message7 [“text”] //7th Message (set to “” to ignore)
sv_message8 [“text”] //8th Message (set to “” to ignore)
sv_message9 [“text”] //9th Message (set to “” to ignore)
There
is a built-in message center with PAM for both Call of Duty and United
Offensive. It is a modification of
RudeDog’s message center for Call of Duty.
It is for pub mode only and is excellent for informing players about
your website, recruiting efforts, or any other piece of information you want
visitors to your server to know.
Via Server Config file
set sv_messagecenter 1
set sv_msgdelay 60
set sv_message1 “Welcome
to our server, currently using PAM 1.05a”
set sv_message2 “To
find out more about us, please visit our website @ www.garetgg.com”
NOTE: For United Offensive, The Message Center will NOT work without PAM UO enabled; it is also disabled (by default) during league matches.
As stated, PAM is a CoD league match control mod. By changing PAM to a league mode, PAM sets the server up according to the selected leagues rules and settings. Additionally, PAM security steps in and locks all the server cvars for said league, resetting them at each round to ensure no changes are made. The following options will switch PAM to the desired league mode or back to public mode:
NOTE: When switching modes, the map must be restarted or a new one loaded in order for the change(s) to come into effect. Additionally, in order to PAM to “kick in”, there must be 2 or more players in the server.
Pub mode is used for all supported Gametypes. Currently, the supported Gametypes are Search & Destroy and Capture the Flag (United Offensive Only). When a server is run in a Gametype that PAM does not support, the server simply uses the stock Gametype settings. To change PAM to pub mode, simply execute the below command and then restart the current map or load a new one.
/rcon pam_mode pub
All modes displayed below are what each of the supported leagues use to enable a match for Search and Destroy in regular Call of Duty; these modes are not for the United Offensive Expansion pack. To change PAM to one of the below league modes, simply execute the below command and then restart the current map or load a new one.
/rcon pam_mode cal
/rcon pam_mode twl
/rcon pam_mode twl_ladder
/rcon pam_mode ogl
/rcon pam_mode cb_ladder
/rcon pam_mode cb_opencup
/rcon pam_mode ugs
/rcon pam_mode sta
/rcon pam_mode sotf
/rcon pam_mode ga
/rcon pam_mode gotfrag
/rcon pam_mode mohi
/rcon pam_mode esl
/rcon pam_mode sg
/rcon pam_mode ed
/rcon pam_mode pg
/rcon pam_mode bl
/rcon pam_mode ccodl
/rcon pam_mode ig
/rcon pam_mode r60
/rcon pam_mode vg
/rcon pam_mode proveg
/rcon pam_mode jolt
All modes displayed below are what each of the supported leagues use to enable a match for Search & Destroy. To change PAM to one of the below league modes, simply execute the below command and then restart the current map or load a new one in the associated game type.
/rcon pam_mode twl_league
/rcon pam_mode twl_ladder
/rcon pam_mode twl_classic_ladder
/rcon pam_mode twl_rifles
/rcon pam_mode cal
/rcon pam_mode ogl
/rcon pam_mode cb
/rcon pam_mode bl
/rcon pam_mode bl_classic
/rcon pam_mode mgl
All modes displayed below are what each of the supported leagues use to enable a match for Capture The Flag. To change PAM to one of the below league modes, simply execute the below command and then restart the current map or load a new one in the associated game type.
/rcon pam_mode twl_league
/rcon pam_mode twl_ladder
/rcon pam_mode twl_classic_ladder
/rcon pam_mode twl_act2
/rcon pam_mode twl_rifles
/rcon pam_mode cal
/rcon pam_mode ogl
/rcon pam_mode cb
/rcon pam_mode bl
All modes displayed below are what each of the supported leagues use to enable a match for Team Death Match. To change PAM to one of the below league modes, simply execute the below command and then restart the current map or load a new one in the associated game type.
/rcon pam_mode twl
/rcon pam_mode bl
In order for everyone to be able to setup matches, should one of your senior admins not be available, the below procedures will show you the steps required to make the server ready for the match. Hopefully by placing the match specific procedures in one section will make learning a little easier.
NOTE: As a suggestion, it might be beneficial to create a config file containing your main public server settings (i.e. weapon limits, map scores/rounds, killcam, etc.) and execute if after you switch back to PUB mode. This will overwrite any League changes made by PAM and ensure your server is running the way you want it.
While not required, you can alter the PAM pub rules pk3 file to include whatever server settings you wish to use during public play. An alternative to editing the pub rules pk3 file would be to create a pam.cfg file containing those same settings, then executing that config after you switch PAM to pub mode. That said, below is a list of steps to follow for modifying the pub rules pk3 file for regular Call of Duty and United Offensive.
In order to have your league added, you must contact the PAM mod support team (Garet and BulletWorm) via www.garetgg.com. Simply post in the CoD PAM Feature Request Forums for regular CoD or in the CoD:UO PAM Feature Request Forums for United Offensive. In your post, list the gametype(s) your league supports and all of your leagues settings. Time permitting, Garet or BulletWorm will be able to add your rules to a future release of PAM. For examples as to what we would be looking for, you can simply look at the settings used by other leagues as well as check the PAM PUB Control Settings for all available PAM specific controls.
NOTE: While I describe using WinZip to modify your league file, you may also use a program called pakscape, which is specifically for PK3 creation and manipulation. I described using WinZip as it’s a more common program and simpler to use.
This section is intended for those who are responsible for putting out updated rule files for PAM. If you are not responsible for updating/maintaining a leagues rules, then you do not have the right to modify ANY of the league settings. If you are responsible for this and do NOT know how create/modify a pk3 or do not feel comfortable with the task, you need to either learn it, or if you have time to wait, contact Garet, bulletworm, or myself (Anex). You can find either of us at www.garetgg.com. In the meantime, below is a list of instructions describing how to create and modify pk3 files using WinZip.
NOTE: While I describe using WinZip to modify your league file, you may also use a program called pakscape, which is specifically for PK3 creation and manipulation. I described using WinZip as it’s a more common program and simpler to use.
Unlike Call of Duty, where Garet had already separated out the individual league pk3s, including a public rules pk3, bulletworm decided to keep the rules within one pk3. However, he also included the same ability as with regular CoD PAM whereby you could simply create a new rule pk3, matching a specific naming convention, which would overwrite the settings used by PAM to use those you added/updated in the new pk3 file. The below instructions are essentially the same as above, but with this new ability taken into consideration.
NOTE: If you
participate in a UO league using PAM, it is STRONGLY recommended you do
not modify or create a new pub rules file. PAM:UO detects all pk3s installed on
the server and displays a message to all teams for those it knows are not
stock. As such, if you create a custom pub rules pk3, it will be detected and
the other team will be within their right to ask you to remove the file. As an
alternative to creating/modifying a pk3, I suggest creating a custom config
file containing your pub settings and simply execute it (i.e. /rcon exec
pub.cfg)
This section is intended for those who are responsible for putting out updated rule files for PAM UO. If you are not responsible for updating/maintaining a leagues rules, then you do not have the right to modify ANY of the league settings. If you are responsible for this and do NOT know how create/modify a pk3 or do not feel comfortable with the task, you need to either learn it, or if you have time to wait, contact Garet, bulletworm, or myself (Anex). You can find either of us at www.garetgg.com. In the meantime, below is a list of instructions describing how to create and modify pk3 files using WinZip.
NOTE: While I describe using WinZip to modify your league file, you may also use a program called pakscape, which is specifically for PK3 creation and manipulation. I described using WinZip as it’s a more common program and simpler to use.
As a viable and strongly recommended alternative to modifying the public rules file, especially for United Offensive, you can simply create a custom config file to contain all your pub mode settings. Creating config files is very easy, and executing them is even easier (/rcon exec filename.cfg). Through config files, you can have multiple configurations without having multiple pk3 files cluttering your server. As an added benefit, unlike pk3 files, config files do not violate any gaming league rule – so long as they don’t change match settings – and therefore don’t have to be removed every time you have a match. The below instructions describe how you can create a config file for PAM to hold your public settings, along with an example to show you what can go in there.
Below are examples of custom config files you could use for PAM, one for regular Call of Duty and one for United Offensive. You can easily take this example and add it to your own server and simply customize the values to whatever you want.
NOTE: The below examples are under the assumption your config file name is pampub.cfg
In this example, to return your server back to pub mode after a match, all you would need to do is type /rcon exec pampub.cfg. It will automatically change pam_mode to “pub”, reset all PAM settings and Search and Destroy settings, and restart the current map for the pam mode change to take effect.
//***********************************************************************************//
// //
// PAM
Specific Settings //
// //
//***********************************************************************************//
set pam_mode pub // Run PAM in PUB mode by default
set sv_noDropSniper 0 // Allow sniper drop (0 = allow, 1 =
disallow)
set sv_alliedSniperLimit 99 // number of allied snipers permitted (0
= disable, 99 = no limit)
set sv_alliedSMGLimit 99 // number of allied SMG’s permitted (0 =
disable, 99 = no limit)
set sv_alliedMGLimit 99 // number of allied MG’s permitted (0 =
disable, 99 = no limit)
set sv_axisSniperLimit 99 // number of Axis snipers permitted (0 =
disable, 99 = no limit)
set sv_axisSMGLimit 99 // number of Axis SMG’s permitted (0 =
disable, 99 = no limit)
set sv_axisMGLimit 99 //
number of Axis MG’s permitted (0 = disable, 99 = no limit)
set scr_half_round 6 // number of rounds before switching
for halftime
set scr_end_round 12 // end map when this number of rounds
has been reached
set scr_half_score 0 // team score before switching for
halftime
set scr_end_half2score 0 // team score to end 2nd
half on
set scr_end_score 0 // end map when this team score has
been reached
set scr_count_draws 1 // 0 = off (round draws are replayed),
1 = on (round draws are ok)
set g_matchwarmuptime 25 // number of seconds for warming up
after map load/restart
set g_roundwarmuptime 3 // number of seconds for warming next
round
set g_matchintermission 10 // length of match intermission
set g_ot 0 // Over time mode (0 = no, 1 = yes)
set g_allowtie 0 // Self explanatory (0 = no, 1 = yes)
set sv_showshots 0 // shot player hit shots (0 = off, 1 =
on)
set sv_showstats 0 // shot stats (0 = off, 1 = on)
set sv_playersleft 1 // 0 = off, 1 = on (This shows the
players left scoreboard)
set sv_scoreboard “small” // Size of Hud display at end of
round/half/map (options are “small” and “big”)
set sv_pamsounds 0 // Enable PAM sounds (0 = no, 1 = yes)
set sv_axisgoat 0 // Enable Goat sound when bashed (0 =
no, 1 = yes)
set sv_messagecenter 1 // Enable or Disable PAM’s Message Center (0 = disable, 1 = Enable)
set sv_msgdelay 90 // Number of seconds between messages (0 = disable, 1 to 999 = number of seconds)
set sv_message1 "^8Welcome to ^4{PJG} ^8Project Juno Gold - The Deadly Dozen (^3www.pjgsquad.com^8)"
set sv_message2 "^8Play fair, no glitching, no cheating, and no bad language - you ^3WILL ^8be warned and kicked if continued!"
set sv_message3 "^8Visit ^3www.pjgsquad.com ^8for all ^4{PJG} ^8squad and server information"
set sv_message4 "^1Server IP:^3: 69.28.221.71 ^9|| ^1Website: ^3www.pjgsquad.com ^9|| ^1TeamSpeak: ^369.41.234.202:8784"
set sv_message5 "^4{PJG} ^8currently compete in CAL, TWL, and UGS; check us out if interested"
set sv_message6 "^8Any and all ^4{PJG} ^8recruiting questions/information should be directed to our forums @ (^3www.pjgsquad.com^8)"
//***********************************************************************************//
// //
// Settings
Possibly Altered by PAM After Matches //
// //
//***********************************************************************************//
//General Server Settings
set scr_drawfriend 1 // Team Icons (0 = off, 1 = on)
set scr_forcerespawn 1 // Forced Respawn (0 = off, 1 = on)
set scr_friendlyfire 0 // Friendly Fire (0 = off, 1 = on, 2 = reflective, 3 = shared)
set scr_killcam 1 // KillCam (0 = off, 1 = on)
set scr_freelook 0 // Freelook (0 = off, 1 = on)
set scr_spectateenemy 0 // Enemy Spectate (0 = off, 1 = on)
set scr_teambalance 0 // Teambalance (0 = off, 1 = on)
set scr_allow_vote 0 // Voting (0 = off, 1 = on)
set g_allowvote 0 // Voting (0 = off, 1 = on)
set g_password "" // Clear the global password used during the match
//Weapons Settings Possibly Altered by PAM
set scr_allow_bar 1
set scr_allow_bren 1
set scr_allow_enfield 1
set scr_allow_kar98k 1
set scr_allow_kar98ksniper 1
set scr_allow_m1carbine 1
set scr_allow_m1garand 1
set scr_allow_mp40 1
set scr_allow_mp44 1
set scr_allow_nagant 1
set scr_allow_nagantsniper 1
set scr_allow_ppsh 1
set scr_allow_springfield 1
set scr_allow_sten 1
set scr_allow_thompson 1
set scr_allow_fg42 0
set scr_allow_panzerfaust 0
//Search and Destroy Scoring Settings Possibly Altered by PAM
set scr_sd_graceperiod 15
set scr_sd_roundlength 4
set scr_sd_roundlimit 0
set scr_sd_scorelimit 7
set scr_sd_timelimit 30
set sv_BombPlantTime 5 // Amount of time (in seconds) to set a bomb.
set sv_BombDefuseTime 10 // Amount of time (in seconds) to defuse a bomb.
set sv_BombTimer 60 // Amount of time (in seconds) for bomb to explode.
//Restart the map for PAM changes to take effect
map_restart
In this example, to return your server back to pub mode after a match, all you would need to do is type /rcon exec pampub.cfg. It will automatically change pam_mode to “pub”, reset all PAM settings, Search and Destroy settings, Capture the Flag settings, and restart the current map for the pam mode change to take effect.
//***********************************************************************************//
// //
// PAM
Specific Settings //
// //
//***********************************************************************************//
set pam_mode pub // Run PAM in PUB mode by default
set sv_noDropSniper 0 // Allow sniper drop (0 = allow, 1 =
disallow)
set sv_noDropDMG 0 // Allow deployable MG drop (0 =
allow, 1 = disallow)
set sv_alliedSniperLimit 99 // number of allied snipers permitted (0
= disable, 99 = no limit)
set sv_alliedSMGLimit 99 // number of allied SMG’s permitted (0 =
disable, 99 = no limit)
set sv_alliedMGLimit 99 // number of allied MG’s permitted (0 =
disable, 99 = no limit)
set sv_alliedDMGLimit 99 // number of allied deployable MG’s
permitted (0 = disable, 99 = no limit)
set sv_axisSniperLimit 99 // number of Axis snipers permitted (0 =
disable, 99 = no limit)
set sv_axisSMGLimit 99 // number of Axis SMG’s permitted (0 =
disable, 99 = no limit)
set sv_axisMGLimit 99 // number of Axis MG’s permitted (0 =
disable, 99 = no limit)
set sv_axisDMGLimit 99 // number of Axis deployable MG’s permitted
(0 = disable, 99 = no limit)
set scr_half_round 6 // number of rounds before switching
for halftime
set scr_end_round 12 // end map when this number of rounds
has been reached
set scr_half_score 0 // team score before switching for
halftime
set scr_end_half2score 0 // team score to end 2nd
half on
set scr_end_score 0 // end map when this team score has
been reached
set scr_count_draws 1 // 0 = off (round draws are replayed),
1 = on (round draws are ok)
set g_matchwarmuptime 25 // number of seconds for warming up
after map load/restart
set g_roundwarmuptime 3 // number of seconds for warming next
round
set g_matchintermission 10 // length of match intermission
set g_ot 0 // Over time mode (0 = no, 1 = yes)
set g_allowtie 0 // Self explanatory (0 = no, 1 = yes)
set sv_showshots 0 // shot player hit shots (0 = off, 1 =
on)
set sv_showstats 0 // shot stats (0 = off, 1 = on)
set sv_playersleft 1 // 0 = off, 1 = on (This shows the
players left scoreboard)
set sv_scoreboard “tiny” // Size of Hud display at end of
round/half/map (options are “tiny”, “small”, or “big”)
set sv_pamsounds 0 // Enable PAM sounds (0 = no, 1 = yes)
set sv_axisgoat 0 // Enable Goat sound when bashed (0 =
no, 1 = yes)
set sv_messagecenter 1 // Enable or Disable PAM’s Message Center (0 = disable, 1 = Enable)
set sv_msgdelay 90 // Number of seconds between messages (0 = disable, 1 to 999 = number of seconds)
set sv_message1 "^8Welcome to ^4{PJG} ^8Project Juno Gold - The Deadly Dozen (^3www.pjgsquad.com^8)"
set sv_message2 "^8Play fair, no glitching, no cheating, and no bad language - you ^3WILL ^8be warned and kicked if continued!"
set sv_message3 "^8Visit ^3www.pjgsquad.com ^8for all ^4{PJG} ^8squad and server information"
set sv_message4 "^1Server IP:^3: 69.28.221.71 ^9|| ^1Website: ^3www.pjgsquad.com ^9|| ^1TeamSpeak: ^369.41.234.202:8784"
set sv_message5 "^4{PJG} ^8currently compete in CAL, TWL, and UGS; check us out if interested"
set sv_message6 "^8Any and all ^4{PJG} ^8recruiting questions/information should be directed to our forums @ (^3www.pjgsquad.com^8)"
//***********************************************************************************//
// //
// Settings
Possibly Altered by PAM After Matches //
// //
//***********************************************************************************//
//General Server Settings
set scr_drawfriend 1 // Team Icons (0 = off, 1 = on)
set scr_forcerespawn 1 // Forced Respawn (0 = off, 1 = on)
set scr_friendlyfire 0 // Friendly Fire (0 = off, 1 = on, 2 = reflective, 3 = shared)
set scr_killcam 1 // KillCam (0 = off, 1 = on)
set scr_freelook 0 // Freelook (0 = off, 1 = on)
set scr_spectateenemy 0 // Enemy Spectate (0 = off, 1 = on)
set scr_teambalance 0 // Teambalance (0 = off, 1 = on)
set scr_allow_vote 0 // Voting (0 = off, 1 = on)
set g_allowvote 0 // Voting (0 = off, 1 = on)
set g_password "" // Clear the global password used during the match
//Weapons Settings Possibly Altered by PAM
set scr_allow_bar 1
set scr_allow_bren 1
set scr_allow_enfield 1
set scr_allow_kar98k 1
set scr_allow_kar98ksniper 1
set scr_allow_m1carbine 1
set scr_allow_m1garand 1
set scr_allow_mp40 1
set scr_allow_mp44 1
set scr_allow_nagant 1
set scr_allow_nagantsniper 1
set scr_allow_ppsh 1
set scr_allow_springfield 1
set scr_allow_sten 1
set scr_allow_thompson 1
set scr_allow_fg42 0
set scr_allow_panzerfaust 0
set scr_allow_grenade 1
set scr_allow_smoke 1
set scr_allow_satchel 1
set scr_allow_bazooka 1
set scr_allow_flamethrower 1
set scr_allow_mg30cal 1
set scr_allow_mg34 1
set scr_allow_dp28 1
set scr_allow_svt40 1
set scr_allow_gewehr43 1
//Vehicle Settings Possibly Altered by PAM
set scr_allow_t34 1
set scr_allow_Sherman 1
set scr_allow_panzeriv 1
set scr_allow_elefant 1
set scr_allow_su152 1
set scr_allow_horch 1
set scr_allow_gaz67b 1
set scr_allow_willyjeep 1
//Flak Canon Settings Possibly Altered by PAM
set
scr_allow_flak88 1
//Artillery Strike Settings Possibly Altered by PAM
set scr_artillery_first 30
set scr_artillery_interval 60
//Search and Destroy Settings Possibly Altered by PAM
set scr_ctf_clearscoreeachhalf 1 // Reset all player scores at halftime switching
set scr_sd_graceperiod 15
set scr_sd_roundlength 4
set scr_sd_roundlimit 0
set scr_sd_scorelimit 7
set scr_sd_timelimit 30
set sv_BombPlantTime 5 // Amount of time (in seconds) to set a bomb.
set sv_BombDefuseTime 10 // Amount of time (in seconds) to defuse a bomb.
set sv_BombTimer 60 // Amount of time (in seconds) for the bomb to explode
//Capture the Flag Settings Possibly Altered by PAM
set scr_ctf_scoringmethod “captures”
set scr_ctf_clearscoreeachhalf 1 // Reset all player scores at halftime switching
set scr_ctf_allowrounddraw 0
set scr_ctf_allowmatchtie 1
set scr_ctf_flagresettime -1 // Flag must be touched to be returned
set scr_ctf_allowflagreturn 1
set scr_randomsides 0
set
scr_ctf_timelimit 20 // Total minutes before
ending the map
set scr_ctf_scorelimit 200 // Maximum Team Score before ending the map
set scr_ctf_roundlimit 7 // Maximum rounds to play before ending the map
set scr_ctf_roundlength 4 // Total minutes before ending the map
set scr_ctf_startrounddelay 3 // Number of seconds before starting each round
set scr_ctf_endrounddelay 3 // Number of seconds before ending each round – affects weapon pickups
set scr_ctf_showoncompass 1 // Show Flag Carrier on the Compass? 0 = Disable | 1 = Enable
set scr_ctf_clearscoreeachround 0 // 0 = Disable | 1 = Enable
//Restart the map for PAM changes to take effect
map_restart
Garet has forums specifically setup to manage any and all issues relating to PAM, www.garetgg.com, so in order to reduce the number of repeat questions/answers, the following FAQ section has been created. The basic set of questions and answers below should be the very first place you look if you encounter a PAM specific problem. If the answer to your problem isn’t here, then go post in the forums. Regardless, this FAQ, along with the above guide info, should provide most of the information you need to help install, configure, update, and maintain/manage your server.
There may be several causes of this particular problem. The most critical suggestion is to recheck the installation instructions above (PAM Installation Instructions) and verify you have followed the correct steps are per the installation method chosen, exactly as they are described. Any variation from those steps could easily lead to your server not starting so it’s very important you follow the instructions step by step. As an initial quick step verification, however, here’s a few questions that may help identify the problem:
There may be several causes of this particular problem. The most critical suggestion is to recheck the installation instructions above (PAM Installation Instructions) and verify you have followed the correct steps are per the installation method chosen, exactly as they are described. Any variation from those steps could easily lead to your server not starting so it’s very important you follow the instructions step by step. As an initial quick step verification, however, here’s a few questions that may help identify the problem:
a) Are they properly defined (i.e. text value cvars can be set to just “” and not necessarily cause a problem, but numerical value cvars may cause problems if not set to 0 or 1)?
b) If so, are all the PAM files installed in the same place?
o /rcon pam_mode pub
o /rcon map_restart
This is caused by an error in the public rules pk3 file from the initial 1.5 releases. An updated copy of the public rules pk3 can be downloaded by clicking HERE. You can install the new file by:
Creating config files is fairly simple. All you need is a text based editor (Notepad being the most common), the settings you want to add, and the ability to load it to your server. More detailed information about creating custom config files can be found in the Creating Custom Config Files section above.
Configuring PAM is truly a user preference, it is after all about how you’d like to customize/run your server. The PAM PUB Control Settings and League Modes & Settings sections provide all the detail regarding all the cvars and possible modes to run PAM. Examples of various config settings you can use are also located in the PAM Pub Mode Custom Config File Examples section.
Controlling PAM is actually very simple. In addition to the various PAM cvars, PAM utilizes a control cvar labeled pam_mode. By setting pam_mode to certain predefined values, you can tell PAM what mode/settings to use, which of course affect how your server is used. By visiting the PAM PUB Control Settings, League Modes & Settings, and What’s a good default setup for PAM the cvars? (FAQ question above) sections, you will be able to see all the possible settings. As with all PAM settings, when a change is made, the map will require restarting in order for the new setting to take effect. This especially applies when making changes to PAM modes (pam_mode), which simply involves issuing a /rcon pam_mode <league mode setting> (i.e. /rcon pam_mode pub or /rcon pam_mode cal). Essentially, changing PAM settings is the same as changing any other server setting, all require using RCON.
Introduced in PAM 1.05 Beta, PAM has incorporated RudeDog’s Message Center. Like the stand alone version, the message center is controlled by a series of cvars; these can be found in the PAM CVARS and Rude Dogs Message Center sections above. As with the rest of PAM cvars, the message center control cvars will need to be added to your server config file, defined as you’d prefer. Below is an example of how these cvars should be configured (simply modify to fit your needs):
set sv_messagecenter 1
set sv_msgdelay 60
set sv_message1 “Welcome to my server, have fun!”
set sv_message2 “Cheating will not be tolerated”
set sv_message3 “Abusive language will not be tolerated”
set sv_message4 “Play by the rules or play elsewhere”
set sv_message5 “Visit www.myclansite.com for our custom maps”
set sv_message6 “If you’re interested in recruiting, stop by our forums and say hi @ www.myclansite.com/forums”
set sv_message7 “Our clan plays in CAL, TWL, and ClanBase Leagues”
set sv_message8 “If you want to scrim, please post in our Scrim Request forum @ www.myclansite.com/forums”
set sv_message9 “PunkBuster is watching you, so you better behave!”
As mentioned, PAM utilizes a control cvar labeled pam_mode. By setting this cvar to an appropriate league setting and restarting the map, PAM will take care of everything for you. All you’d need to do is set the server password to whatever you and the other team agreed and then sit and wait. All information regarding setting your server up for matches can be seen in the Match Setup Procedure section above – it is very detailed in a step by step procedure to help you place the server in a league mode for the match, then back to pub mode after.
As mentioned, PAM utilizes a control cvar labeled pam_mode. By setting this cvar to an appropriate setting and restarting the map, PAM will take care of everything for you. All you’d need to do is set the remove your server password (or return it to whatever you normally use if you have a permanent private server), change pam_mode to pub, and then restart the map (eg. /rcon pam_mode pub and then /rcon map_restart)
All information pertaining to enabling and disabling the PAM sounds, as well as the bashing goat sound, can be easily seen above in the PAM Miscellaneous Settings section.
PAM does come with a few cvars to control the main weapon settings in CoD. While the main control of the weapons available is still controlled by the stock weapon setting cvars, see Weapon Control Settings in my RCON Reference Training Guide for more info on the stock weapon control cvars, PAM does allow for a little greater control by providing the ability to set weapon limits (i.e. how many of each weapon is permitted per team). All information pertaining to the PAM weapon management system can be found by viewing the Weapon Limiters section and individual weapon subsections above.
Note: At the moment, the current weapon limitations do not support control over the Pistols and Grenades.
The PAM halftime feature, otherwise known as team switching, is a method whereby after a certain number of rounds or team score on a map, teams can be switched, and then continued to play until the map round/score limit is reached. This allows everyone to get an opportunity to play as both teams during the map; which may be particularly useful on maps where one team is highly favored.
Using the halftime feature simply requires setting two additional PAM cvars so the server and PAM know what to do and when to do it. All information pertaining to how to use the halftime feature can easily be found by reviewing the Halftime Control Settings section.
The PunkBuster config that comes with PAM actually has nothing to do with PAM itself. It is simply a config provided by certain leagues (CAL, TWL, etc.) that provides basic framework/setup that they require. If you have a question or problem with any of the PB config settings, then you need to go to your individual league(s) and ask them for Garet and PAM have nothing to do with them (yes Garet is a TWL admin but that has nothing to do with PAM).
Unfortunately, a bug has been found with the warmup minefields code. This involves how the g_warmup cvar is being occasionally improperly set by PAM. To solve this problem, simply add set g_warmup 0 (or /rcon set g_warmup 0 in your console while in the server) to your server config; this will ensure the mine fields work properly during Public play.
Though it should not be possible in the updated public rules pk3, a problem did and possibly may still occasionally occur whereby you play a match and go into Overtime, but then are unable to get out of it after the match is over. To fix this, simply bring down your console and type /rcon set g_ot_count 0, then /rcon set g_ot 0, and then issue a map restart (/rcon map_restart).
No, at this time, you do not have control over most of the hud elements other then the players left section and actual scoreboard size. Perhaps in subsequent releases Garet or Bullet will add this ability.
All information pertaining to controlling the Bomb plant, defuse, and explode times is discussed in the PAM Bomb Plant, Defuse, and Explode Time Settings section. Essentially, you place the cvars controlling this feature in your server config file. Changing the settings to different values and restarting the map will force any changes into effect.
Garet put together a nice little document detailing everything you need to know in order to edit the PAM public pk3 file. Visit the PAM download section, and download the How To Edit A PAM Rules PK3 File Instructions file. Open it in Word and enjoy…
In order to have your league added, you must contact the PAM mod support team (Garet and BulletWorm) via www.garetgg.com. Simply post in the CoD PAM Feature Request Forums for regular CoD or in the CoD:UO PAM Feature Request Forums for United Offensive. In your post, list the gametype(s) your league supports and all of your leagues settings. Time permitting, Garet or BulletWorm will be able to add your rules to a future release of PAM. For examples as to what we would be looking for, you can simply look at the settings used by other leagues.
Updating your league rules file(s) is explained in the Modifying PAM Rules/Settings & Adding New Leagues section; describing how it’s done for both regular Call of Duty and the United Offensive expansion pack. If you are uncomfortable with these instructions, simply contact the PAM mod support team (Garet, BulletWorm, and myself) via www.garetgg.com.
First, you need to check all the information here to determine if an answer to your problem has already been described, as well as verify you have PAM installed and configured properly. If the particular problem you found is not mentioned here, then you need to determine whether it is truly a PAM problem or a League setting problem (i.e. you only see the problem when running PAM in a league mode). If it’s truly a PAM problem, then you need to check in the PAM Bug Forums (regular Call of Duty) or PAM UO Bug Forums (United Offensive), first seeing it the bug has already been reported (the forum does have a search feature), and if not already reported, detail everything you know about the problem (adding that you actually reviewed this document would help us as well). If it’s a League pk3 problem (i.e. bad round/score/time limit setting, etc), then posting in the associated PAM bug forum is nice but you will most likely be told to contact the particular League with the problem. The reason Garet has PAM setup to be separate League files is so that they can update and manage them rather then Garet having to do it (which I’m sure you can imagine would be a nightmare supporting 25+ leagues).
First, you need to check all the information here to determine if that idea/feature has already been added. If not, then you need to check the PAM Feature Request Forums (regular Call of Duty) or PAM UO Feature Request Forums (United Offensive). See if your particular idea/feature has already been posted by someone else (you can then add more info if you think more is needed) or if not, then post a new message with it; being sure to add as much info/detail about the idea/feature as possible.