//*********************************************************
// AWE4 v.1.1 README
//*********************************************************
//*********************************************************
// author   : Wizzard220 and Tally
// website  : http://forums.raidersmerciless.com/index.php
// mod      : AWE4
// version  : 1.1
// update   : January 2008
//*********************************************************

Changelog:

Added - 

# Support for mp_subway for CTF, CTFB, and HTF (please see notes below)

# End Game Map Voting

# Support for custom maps

# Random Map rotation

# Dvar to turn on/off grenade icon

# Dvar to have minimap on permanently in hardcore mode without forcing UAV

# Mod info hud element at foot of screen - this can be optioned off

# custom AWE4 main menu

# Ability to have the stock game's enemy red hit blips without UAV (2 versions of mod.ff now)


Fixed -

# Problem with DM using 2 rounds no matter what you set roundlimit to

# All AWE4 hud elements and hud features (such as welcome messages) are now available in hardcore mode

# Team switching


=====================================

The mod is in 3 parts:

z_svr_awe4.IWD <---- server side part. 

z_awe4.IWD    <---- client side part.

mod.ff         <---- client side part. There are now 2 versions of this: 1 with the red hit blips off until UAV is called; one with them. Please see the enclosed .ZIP files, and make your choice

=====================================

On your server, create a new fs_game folder. You can call this what you like, but as an example, I'll call it 'awe4'.

The (default) directory path to your fs_game folder is:

C:\Program Files\Activision\Call of Duty - Modern Warfare\mods\awe4

Place all 3 files into that 'awe4' folder.


A copy of z_awe4.IWD and mod.ff must also go on your redirect space if you are using http redirect.

NB: the client must get these downloads for the mod to work properly

z_svr_awe4.iwd stays on the server, and the game will not attempt to download it to a client.


=====================================

MP_SUBWAY

This version of AWE4 supports mp_subway

1. Get the files for mp_subway from the RGN website

2. Create a new folder (directory) in your COD4 server install named 'usermaps'. Inside this folder (directory) create another new folder named 'mp_subway'. Place mp_subway.ff and mp_subway_load.ff in this folder. So, this should be what you have:

[COD4 Install]usermaps/mp_subway/mp_subway.ff, mp_subway_load.ff

3. Place mp_subway.IWD in your AWE4 fs_game folder. You can either leave the contents of mp_subway.IWD as a seperate IWD, or you can merge them with z_awe4.IWD

4. Create an identical directory structure to 'usermaps' on your website redirect space, and place the same .FF files on there:

[Website Redirect Base URL]usermaps/mp_subway/mp_subway.ff, mp_subway_load.ff

5. Also place mp_subway.IWD in your AWE4 redirect folder, along with z_awe4.IWD and mod.ff


=====================================

maprotation.cfg

This defaults to CTF. To have a different gametype, simply uncomment the rotation under the desired gametype, and place double // comment lines in front of unwanted ones.

=====================================

Random maprotation
------------------
Enable this by setting awe_random_maprotation to 1.

This will read all entries in sv_maprotation at the start of each game and set sv_maprotationcurrent
one of them by random.

If you want to use the same map with different gametypes you have to specifiy the map in the map rotation
for each gametype. For example:

set sv_maprotation "gametype tdm map mp_backlot gametype sd map mp_backlot gametype hq map mp_backlot"
... this maprotation will only play mp_backlot but will randomize between tdm, sd and hq.

When you start up the server it will always play the first map in the rotation but as soon as that map
ends it will rotate to a random map.

=====================================

MOD.FF
------

There are 2 versions of mod.ff to decide between:

1. no enemy hit blips till UAv is called - this is my "fix" for the bug in the stock game. Use the mod.ff file in:

no_red_hit_blips.ZIP

2. Enemy hit blips, when firing, even when UAV is not on. Use the mod.ff file in:

red_hit_blips.ZIP