FK and Silver Soldier present FKmod for Call of Duty 4!!

Special thanks to the FKR guys and others who helped test and fix the mod.

FKmod is designed to provide a certain type of multiplayer game play experience that followers of the mod have come to enjoy for nearly 10 years. FKmod first started with the Medal of Honor series and carried on from Call of Duty 1 to today and has been constantly refined and tweaked based on user feedback. This version for Call of Duty 4 is 3.2 but is the first public release version of the mod since it has gone through extensive testing and feedback for 2 months.This mod is constantly being enhanced and developed based on user feedback so please visit our official forums at fkmod.com to provide your suggestions and download the latest version.

What FKMOD is NOT:
All features placed in FK's mod are specifically designed to create a certain look and feel to the multiplayer experience. We are not trying to add tons of extras or wild and unique additions. There are several great mods already out that accomplish this such as AWE and Extreme so FKmod is not designed to compete with or mimic those, nor do we claim to be a "realism" mod since we are not trying to historically or accurately portray combat or weapon dynamics.

What FKmod IS:
The plaer who will enjoy this mod  will prefer a slower paced game with a more tactical feel to it. As you will see from the feature list below the player who enjoys running around shooting from the hip will not find this mod to his/her liking. That is not to say one style is better than another, just what FKmod folk prefer.

Feature Summary:
No persistent ranks so all weapons and perks are available to chose from. All weapons, perks, and features are configurable from DVARS
Customizable spawn protection that ends on fire or melee and withhold grenades until complete. Protection time configurable from DVAR
Customized HUD that removes; enemy player names, crosshair, mantle hint icons, cursor hint icons, and unused XP bar. Keeps minimap, score, clock, weapon and loadout information, objective icons, and messages.
Healthbar added with "fixed" health regeneration system
All weapons tweaked to increase bullet damage, adjust weapon ranges, and reward aiming while shooting as opposed to hip shooting.
Modified point system that gives 10 points for a kill, 15 for a headshot, 2 for an assist, and -2 for a death making the kill death ration more importnat to scoring. Death point loss is configurable from a DVAR.
Grenades, special grenades, and Perk 1 are earned with points and all point settings are customizable from a DVAR.
DVARS created for kill streak rewards such as UAV, Airstrikes, and Helos allowing the server admin to set those to any numbers desired. Default has been changed to 5, 10, and 15.
DVAR added to reduce jump height if desired. Default is off.
Slightly reduced grenade throwing distance.
Tweaks made in the armor and bullet damage perks to balance them out.
Tweaks made to the melee to make the knife deadlier
Lots fo DVARS added to make things customizable for server admins


FKMOD Feature Details:

Weapon Features
All weapons have been tweaked by class. Shooting from the hip on all weapons is inaccurate so you will be lethal from closer range but not so from a distance. When shooting from the aim position you will have deadly accuracy on all weapons. This formula has been the foundation of FKmod and has been tweaked for a long time to bring us to a place where you will find that aiming your weapon is by far the best way to score.
Classes are as follows:
	Assault - These weapons are medium to long range weapons with high damage and medium rate of fire. Run speed is slightly slower that normal due to the higher weight. Note that the Assault weapons that fire single or three shot bursts have higher bullet damage than the fully automatic ones.
	Specops - These weapons have short to medium range with slightly lower damage than the Assault class and a high rate of fire. This class has the fastest run speed and is a great weapon for smaller maps where you want to be mobile.
	Heavy Gunner - This class has extra long range weapons that have high rate of fire and high damage. These are the best pure weapons in the game, BUT are compensated by a slow run speed and long reload times. This class also has a smaller ammo supply than the others.
	Demolitions - This is the shotgun class and this weapon is a high damage short range weapon with normal run speed settings.
	Sniper - FK is not much of a sniper guy so years ago it was mostly known that FK's mod was not a sniper favorite. Although I still don't use them the sniper class is as it needs to be. These weapons are very deadly with damage of 150 per bullet and very long range. If you like the sniper rifle you will like this mod.

Other weapon tweaks include; pistols are high damage and short range weapons, and grenade throwing distance has been reduced.	

HUD Feature;
FKmod does not use Hardcore mode but instead uses a hybrid version of the HUD. The score, weapon information, perks, minimap, and messages are all left on screen. The aiming rectile, mantle and cursor hints, enemy player names, experience point bar, and objective pointers have all been removed. A healthbar has been added to show your current health state.


Point System:
FKmod believes in rewarding players for skill and our COD 4 mod contiues the tradition set by our previous mods by having a earned point system. This system is fully configurable by the server admin and includes a modified point system as well. When the player spawns on a round he/she is given the primary weapon, secondary weapon, and perks 2 and 3. Perk 1 and all grenades must be arned based on points accumulated for that round.

Points needed are;
Points needed to earn a grenade (Default is set to 50)
Points needed to earn a special grenade (default is set to 75)
Points needed to earn Perk 1 (Default is 250)

Points earned are;

10 points for a kill
15 points for a headshot
2 points for an assist

In addition points are deducted for deaths making the players kill to death ratio important. The points deducted are configurable with a server dvar and the default is -2.

Customizable Kill Streak Rewards;
DVARS have been added to allow for changes to settings which decide how many kills a player needs for rewards. Defaults have been changed to 5 for UAV, 10 for airstrike, and 15 for Helo but can be set to anythig in the DVAR list.

Spawn Protection:
Unbelieveably IW continues to release new versions of the COD series without multiplayer spawn protection amking this one of the first features of any mod. FKmod spawn protection gives the player full health for the predetermined amount of time unless the fire or mellee buttons are pressed. In addition the player does not recieve any grenades until the spawn protection time is complete taking away the ability to run and throw a grenade while protected. The amount of time a player is protected is configurable in the server settings and defaults to 4 seconds.

How to Run a Server with the Mod:
In the zip file are several files you will need to run a server. You should have a mod.ff file, a z_fkmod.iwd file, a sample server.cfg file, and a fk.cfg file. The sample server.cfg file will show you some suggetsed settings for running the server and is what should be called from the startup script. This "calls" the fk.cfg file from an exec command which has all the FK DVARS in it. Most options in these files are explained and can be set to whatever is desired. The fk.cfg file needs to go in your main directory along with your server config file. The other two files need to be in your mod folder and should replace ALL files in the modwarfare directory. You can create a new directory called anything you want BUT please remove all stock modwarfare files on the server to avoid conflicts.
If you have issues or need help visit us on the forums at fkmod.com. Thanks and we hope you enjoy the mod. 