Tribes 2 // Mod Development Handbook GitHub

70 · ACCM

“Advanced Combat Construction Mod” — self-described, by name, as exactly the category this handbook places it in.

   
Full name Advanced Combat Construction Mod [mod-script]
Developers Eolk, Blnukem, Dark Dragon DX [mod-script]
Lineage CCM — 46/173 .cs (26.6%) byte-identical, closest of any baseline (9.8%/9.8%/2.9% for 0.68a/0.69a/0.70a)
Ships as Versioned archives; T2-ACCM-develop.zip analysed here

The name is the thesis

ACCM’s own README states its category and its lineage in the same sentence [mod-script]:

“Advanced Combat Construction Mod (ACCM) was a Combat Construction Mod (CCM) derivative that aimed to enhance the zombie shooting experience… Player vs Zombie… also the Player versus Player experience.”

This is the cleanest self-classification anywhere in this handbook’s mod survey — a fork naming its own genre. Fingerprinting agrees: 26.6% of ACCM’s .cs files are byte-identical to 64 · CCM, the closest of any baseline by a wide margin (under 10% for every plain Construction version).

PvE and PvP together, by design

The changelog documents both halves of the “Player vs Zombie… also Player versus Player” claim directly [mod-script]:

“Chat command ‘/killzombies’… Now it kills them all.” / “Team 6 is now the ‘offical zombie team’.”

Dedicating an entire team slot to the zombie faction is a clean mechanical solution to running PvE and PvP in the same match — zombies are simply another team, subject to the same team-scoped systems (damage, targeting, scoring) as human players, rather than a bolted-on separate mechanic.

scripts/weapons/ carries a full combat loadout well beyond CCM’s own roster: RocketLauncher.cs, Shotgun.cs, superChainGun.cs, flamethrower.cs, snipergun.cs, and more — armament clearly aimed at making zombie-clearing satisfying at scale, consistent with a PvE-focused expansion of CCM’s combat systems rather than a subtle rebalance.