Urt_Ultimate_Script_Guide

62
Urban Terror 4.1 UlTimaTe ConfigUraTion and SCripTing gUide By < taggedzi > matt[at]taggedzi[dot]com version: 0.95b - Tuesday, September 01 2009 This guide is homed at: http://urt.taggedzi.com/ You can find the most recent and up todate version there, along with sample scripts, maps (eventually), and othe Urt Stuff.

Transcript of Urt_Ultimate_Script_Guide

Page 1: Urt_Ultimate_Script_Guide

Urban Terror 4.1

UlTimaTe ConfigUraTion and SCripTing gUide

By

< taggedzi >

matt[at]taggedzi[dot]com

version:

0.95b - Tuesday, September 01 2009

This guide is homed at: http://urt.taggedzi.com/

You can find the most recent and up todate version there, along with

sample scripts, maps (eventually), and othe Urt Stuff.

Page 2: Urt_Ultimate_Script_Guide

inTro: I have been playing Urban Terror (from Frozen Sands) for about 6 months. After much looking around I discovered config files, and scripting. Most of it was hacked up from Quake 3 files and almost all of it very poorly documented. I very much wanted to learn how to get every clock cycle out of my cpu, and make the game as easily playable as possible, so I jumped in this document is the result of about a month of research into the topic. Please use this at your own discretion, as this is compiled from MANY sources so it has been hard to validate all of this. To the best of my knowledge what I have presented here is true and works, but please be careful. I will try to list my sources at the bottom in case you want to do more research your self.

Before you think you can write a script that makes you a LEET player... please sit down. The scripting in Urban Terror is quite limited. It is based on the ioquake3 engine. There are no logic or flow control devices there are not variables that can be compared or evaluated during run time. What scripting can do is allow you fine grain control over your game, and help you play your game better.

Why WriTe a doCUmenT like ThiS? Well I couldn't find a single source for all the information I was looking for. And it usually took me a day or two to find the commands and or settings I was looking for and figure out how to use them right. So I started to compile my own list just for UrT. (most sources are specific to Q3.) That and I'm unemployed and looking for something to do till I find a job.

i foUnd an error! Congratulations. You can do several things, but what I hope you'll do is send me is the following: (to matt[at]taggedzi{dot}com)

● What is the error? Did I omit code(s) or variable(s)? Is it a spelling error? Tell me as best as you can what you found.

● What version document you have (front page)?

● What page is the problem on?

● What you think should be there (or not) to fix the problem?

● What is your source of information?

I know it sounds like a lot but I want to have accurate and legitimate information. As this has been taken from literally hundreds of sources online, it is hard to validate it all.

hoW To USe ThiS manUal: the first few chapters are for reference... they explain the tools and means to do what you are looking

Page 3: Urt_Ultimate_Script_Guide

for. The last few chapters explain how to use them. You can probably skip the first 3 rounds and start with basic binding if you are in a hurry, and simply use the other rounds as reference.

ConTribUTe: As I write this, I am an unemployed computer geek with a family. Please contribute in finances, information, or time if you find/found this useful, it was a lot of work, reading and organizing. To do so simply contact me at matt[at]taggedzi{dot}com. And I'll gladly let you know how you can contribute time, money or thanks. :)

Page 4: Urt_Ultimate_Script_Guide

Table of ConTenTSUrban Terror 4.1 ........................................................................................................................................1Ultimate Configuration and Scripting Guide.............................................................................................1

Intro: .....................................................................................................................................................2Why write a document like this? .........................................................................................................2I found an ERROR! ..............................................................................................................................2How to use this manual: .......................................................................................................................2Contribute: ............................................................................................................................................3

Round 0: the cfg file(s)..............................................................................................................................6Location, Location , Location...............................................................................................................6

Round 1: Reference Material & Control Structures...................................................................................7Color Reference.....................................................................................................................................7Night Vision Goggles (nvg) display colors...........................................................................................7Variable listing codes.............................................................................................................................7Bots........................................................................................................................................................8Extended Variables................................................................................................................................8Video Modes..........................................................................................................................................9Radio Codes:.........................................................................................................................................9

Menu 1 --- RESPONSES..................................................................................................................9Menu 2 --- ORDERS........................................................................................................................9Menu 3 --- CONDITIONS.............................................................................................................10Menu 4 --- QUERIES.....................................................................................................................10Menu 5 --- ENEMY ACTIVITY....................................................................................................10Menu 6 --- DIRECTIONAL...........................................................................................................11Menu 7 --- CAPTURE THE FLAG................................................................................................11Menu 8 --- BOMB..........................................................................................................................11Menu 9 --- MISCELLANEOUS.....................................................................................................12

Weapon Codes.....................................................................................................................................13Available Keys for binding..................................................................................................................14Fun Stuff!.............................................................................................................................................15

Round 3: Controllable resources (Commands And Variables)...............................................................17Team....................................................................................................................................................18Motion.................................................................................................................................................19Viewing (Include Client Game Settings).............................................................................................20HUD and Player Info...........................................................................................................................22Weapons..............................................................................................................................................25Life - Death .......................................................................................................................................27Chat/Signal/Radio ..............................................................................................................................27Item......................................................................................................................................................28Demo...................................................................................................................................................28Console................................................................................................................................................29Network & Connection.......................................................................................................................30System Resources (Memory & Files).................................................................................................32Graphics Info.......................................................................................................................................32Cheats..................................................................................................................................................32Input & Device....................................................................................................................................33Model & Skin......................................................................................................................................34

Page 5: Urt_Ultimate_Script_Guide

Music & Sound....................................................................................................................................35Vote......................................................................................................................................................37Scripting..............................................................................................................................................37Graphics Settings.................................................................................................................................38Server (untested)..................................................................................................................................43Bots!....................................................................................................................................................46Debug options......................................................................................................................................47Client Settings.....................................................................................................................................49User Interface......................................................................................................................................50

Round 4: Basic Binding...........................................................................................................................53The formating......................................................................................................................................53Comments............................................................................................................................................53The bind...............................................................................................................................................53Multi-tasking Mania!...........................................................................................................................53Patience young one..............................................................................................................................54What about radio stuff!!! ....................................................................................................................54Radio Etiquette....................................................................................................................................54Funny Colors (ie tasting the color purple)...........................................................................................55Setting Custom Variables....................................................................................................................55

Round 5 Advanced Scripting & Toggles..................................................................................................56Functions.............................................................................................................................................56Toggle!.................................................................................................................................................56Animations and Timing.......................................................................................................................58Really Advanced Stuff.........................................................................................................................58

Round 6: Bots...........................................................................................................................................59Turning them ON................................................................................................................................59Adding.................................................................................................................................................59Subtracting...........................................................................................................................................60

Round 7: Bigger Faster... well Better!.....................................................................................................61Scripts & Examples:............................................................................................................................62

Round 8: In closing..................................................................................................................................62Corrections:.........................................................................................................................................62

Page 6: Urt_Ultimate_Script_Guide

roUnd 0: The Cfg file(S)The first thing to know is that you can in a normal text editor (ie Notpad/gedit/vi/etc) you can create a standard text file that is human editable and read by the game to change its configuration and play-ability. You can place graphics, sound, and keyboard settings in this file and the game will use them. You have the availability to make more changes to your config (cfg) file than the standard game interface allows you.

Loading: There are 2 ways to load a config (cfg) file that I am aware of at this point.

• Loading on the program open: ioUrbanTerror.exe +exec yourconfig.cfg (or) ioUrbanTerrori386 +exec yourconfig.cfg

• In-game loading of the config file. Simply open your console (~), and type /exec yourconfig.cfg

Most people create a file called autoexec.cfg in the games user path directory (different for different platforms) and call that file on start up. You can also call other configuration files from within a config file. So for example my autoexec.cfg calls 6 other configuration files: settings.cfg, binds.cfg, scripts.cfg, toggles.cfg, gear.cfg, and my personal settings cfg.

You can manually enter all of the commands here but you need to include a “/” forward slash to tell the console it is a command and not just you talking. And just a note for you who wish to explore, if you type “/” and then a letter (any letter) and TAB, the game will give you all options or commands with that letter (AKA auto-complete).

loCaTion, loCaTion , loCaTionYour cfg files need to be located within your game path. This location can vary from Operating system to Operating system.

Linux:

/home/your_name/.q3a/q3ut4

Windows:

~\UrbanTerror\q3ut4 (Where UrbanTerror is the install folder)

MAC

?(please contribute!)

The path is where the game expects to find your cfg files.

Page 7: Urt_Ultimate_Script_Guide

roUnd 1: referenCe maTerial & ConTrol STrUCTUreSThis section is mostly reference for the rest of the document. Information, commands and details that will be used in the making of our scripts and config files.

Color referenCeConsole Colors

● ^0 = Black

● ^1 = Red

● ^2 = Green

● ^3 = Yellow

● ^4 = Blue

● ^5 = Cyan

● ^6 = Magenta

● ^7 = White (I didn't color this cause then you couldn't see it... but you get the idea)

nighT ViSion goggleS (nVg) diSplay ColorS• 0 = green• 1 = red• 2 = blue• 3 = yellow• 4 = cyan• 5 = purple• 6 = pink• 7 = orange

Variable liSTing CodeSWhen listing variables in Urban Terror here is what the letter codes mean:

S = Server Information

U = User Information

R = ROM

I = INIIT

A = Archive

L = Latch

Page 8: Urt_Ultimate_Script_Guide

C = Cheat

boTS• boa

• cheetah

• chicken

• cobra

• c ockroach (<== space between the C and the O added to pass BB filters)

• cougar

• goose

• mantis

• penguin

• puma

• python

• raven

• scarab

• scorpion

• tiger

• widow

exTended VariableSVariable Description

$crosshair shows current location under crosshair

$location shows current location on a level

$health shows your current status

$weapon shows the current weapon you are carry

$clips shows the number of clips remaining

$bullets shows the number of bullets in your current clip

$gameitem is currently used only to represent the word flag in CTF

$leader will tell you who is currently the leader

Page 9: Urt_Ultimate_Script_Guide

Video modeSMode -1: Custom Mode (used in conjunction with r_customwidth and r_customheight)

Mode 0: 320x240

Mode 1: 400x300

Mode 2: 512x384

Mode 3: 640x480

Mode 4: 800x600

Mode 5: 960x720

Mode 6: 1024x768

Mode 7: 1152x864

Mode 8: 1280x1024

Mode 9: 1600x1200

Mode 10: 2048x1536

Mode 11: 856x480 (wide)

radio CodeS:

menU 1 - -- reSponSeS

ut_radio 1 1 Affirmative

ut_radio 1 2 Negative

ut_radio 1 3 I'm on it!

ut_radio 1 4 Area secured.

ut_radio 1 5 Base is secure

ut_radio 1 6 Medic on the way, hang in there.

ut_radio 1 7 I've got your back

ut_radio 1 8 Enemy terminated

menU 2 - -- orderS

ut_radio 2 1 Move in

ut_radio 2 2 Fallback and regroup

ut_radio 2 3 Hold your position

Page 10: Urt_Ultimate_Script_Guide

ut_radio 2 4 Stick with me.

ut_radio 2 5 Cover me

ut_radio 2 6 Requesting backup.

ut_radio 2 7 Go for the objective.

ut_radio 2 8 Flank them!

ut_radio 2 9 Double time, let's move!

menU 3 - -- CondiTionS

ut_radio 3 1 I'm moving in

ut_radio 3 2 Awaiting orders

ut_radio 3 3 I need a medic

ut_radio 3 4 Objective in sight.

ut_radio 3 5 Objective is clear.

ut_radio 3 6 I'm attacking

ut_radio 3 7 I'm defending.

ut_radio 3 8 I'm flanking.

ut_radio 3 9 Holding here.

menU 4 -- - QUerieS

ut_radio 4 1 Status?

ut_radio 4 2 Objective status?

ut_radio 4 3 Base status?

ut_radio 4 4 Where's the enemy?

ut_radio 4 5 Where are the medics?

ut_radio 4 6 Anyone need support?

ut_radio 4 7 Anyone need a medic?

ut_radio 4 8 Who's ya daddy?

ut_radio 4 9 How the hell are ya?

menU 5 - -- enemy aCTiViTy

ut_radio 5 1 Enemy spotted.

ut_radio 5 2 Enemy heard.

Page 11: Urt_Ultimate_Script_Guide

ut_radio 5 3 Enemy is flanking!

ut_radio 5 4 Enemy headed your way!

ut_radio 5 5 Incoming!

ut_radio 5 6

ut_radio 5 7

ut_radio 5 8

ut_radio 5 9 Objective in danger!

menU 6 - -- direCTional

ut_radio 6 1 North.

ut_radio 6 2 South.

ut_radio 6 3 East.

ut_radio 6 4 West.

ut_radio 6 5 Base.

ut_radio 6 6 High.

ut_radio 6 7 Low.

ut_radio 6 8 Water

ut_radio 6 9 Here.

menU 7 - -- CapTUre The flag

ut_radio 7 1 I've got the flag.

ut_radio 7 2 I'm going for the flag.

ut_radio 7 3 They have our flag.

ut_radio 7 4 Base is being overrun!

ut_radio 7 5 Recover the flag!

ut_radio 7 6 Flag exiting left.

ut_radio 7 7 Flag exiting right.

ut_radio 7 8 Flag exiting front.

ut_radio 7 9 Flag exiting back.

menU 8 - -- bomb

ut_radio 8 1 Heading to Bombsite A

ut_radio 8 2 Heading to Bombsite B

Page 12: Urt_Ultimate_Script_Guide

ut_radio 8 3 Enemy at Bombsite A.

ut_radio 8 4 Enemy at Bombsite B.

ut_radio 8 5 I have the bomb

ut_radio 8 6 The bomb is loose!

ut_radio 8 7

ut_radio 8 8

ut_radio 8 9

menU 9 - -- miSCellaneoUS

ut_radio 9 1 Good job, team.

ut_radio 9 2 Nice one.

ut_radio 9 3 Check your fire!

ut_radio 9 4 Sorry about that

ut_radio 9 5 Whatever.

ut_radio 9 6 No problem.

ut_radio 9 7 Oh, you idiot!

ut_radio 9 8 What the f***, over?

ut_radio 9 9 Thanks.

Page 13: Urt_Ultimate_Script_Guide

Weapon CodeSWeapon Side Arm Primary Secondary Grenades Item 1 Item 2 Item 3

Beretta 92FS F - - - - - -

.50 Desert Eagle

G - - - - - -

SPAS 12 - H H - - - -

MP5K - I I - - - -

UMP45 - J J - - - -

UK69 - K - - - - -

LR300ML - L - - - - -

G36 - M - - - - -

PSG-1 - N - - - - -

SR8 - Z - - - - -

AK-103 - a - - - - -

Negev LMG - c - - - - -

Colt M4 - e - - - - -

HE Grenade - - - O - - -

Smoke Grenade - - - Q - - -

Kevlar Vest - - - - R R R

Tac Goggles - - - - S S S

Medkit - - - - T T T

Silencer - - - - U U U

Lazer Sight - - - - V V V

Kevlar Helmet - - - - W W W

Extra Ammo - - - - X X X

Page 14: Urt_Ultimate_Script_Guide

aVailable keyS for bindingKeys that can be bound and the codes used to represent them:

● a-z ● `,~,1,2,3,4,5,6,7,8,9,0,-,=,',.,/,\,[,], And the comma it self "," ● F(1-12) ● MOUSE(1-14?): All of your crazy mouse buttons ● MWHEELUP = Mouse wheel rolled up● MWHEELDOWN = Mouse wheel rolled down● SEMICOLON = ; ● SHIFT = Shift Keys (left or right) ● ALT = Alternate keys ● CRTL = Control Key ● SPACE = ' ' (the space...) ● ENTER = the enter key● CAPSLOCK = Caps lock key ● TAB = Tab key ● DEL = Delete ● BACKSPACE = Backspace● ESCAPE = escape● PAUSE = Pause|break key● HOME = Home ● PGUP = Page UP ● PGDN = Page Down ● INS = Insert ● END = End

● KP_INS = Number Pad 0 key (aka INS)

● KP_END= Number Pad 1

● KP_DOWNARROW = Number pad 2 (aka down arrow)

● KP_PGDN = Number pad 3 (aka pag down)

● KP_LEFTARROW = Number Pad 4

● KP_5 = Number Pad 5

● KP_RIGHTARROW = Number Pad 6

● KP_HOME = Number Pad 7

● KP_UPARROW = Number Pad 8

● KP_PGUP = Number Pad 9

● KP_SLASH = Number Pad /

● KP_STAR = Number Pad *

● KP_MINUS = Number Pad -

● KP_PLUS = Number Pad +

● KP_ENTER = Number Pad ENTER key

Page 15: Urt_Ultimate_Script_Guide

● LEFTARROW = Left Arrow key

● DOWNARROW = Down Arrow Key

● RIGHTARROW = Right Arrow key

● UPARROW = UP Arrow key

● 0x00 = that "<" button

fUn STUff!Alda

bartsbl (h)

bartsgd (h)

bartsgn (h)

bartsny (h)

bartspp (h)

blonde (h)

capbl

capdg

capwt

capyw

eyepatch1 (h)

gasmask (h)

ninja (h)

patch (h)

phat

piratehat

ponybl

ponydg

ponygd

ponyny

ponypp

shades (h)

touqbl

touqdg

touqwt

viking

Carla

asian (h)

bartsbl (h)

bartsgd (h)

bartsgn (h)

bartsny (h)

bartspp (h)

capbl

capdg

capwt

capyw

gasmask (h)

ninja (h)

patch (h)

phat

ponybl

ponydg

ponygd

ponyny

ponypp

shades (h)

touqbl

touqdg

touqwt

viking

Tom

capbl

capdg

capwt

capyw

cigar (h)

foo (h)

fringe (h)

gasmask (h)

goateebk (h)

goateerd (h)

goggles (h)

hndlebk (h)

hndlerd (h)

mohwkpp

mohwkrd

mustbk (h)

mustrd (h)

ninja (h)

patch (h)

pbeardbl (h)

pbeardgn (h)

pbeardwt (h)

pbeardyw (h)

pbeard (h)

phat

piratehat

Tashiki

capbl

capdg

capwt

capyw

cigar (h)

foo (h)

fringe (h)

gasmask (h)

goateebk (h)

goateerd (h)

goggles (h)

hndlebk (h)

hndlerd (h)

mohwkbk

mohwkbl

mustbk (h)

mustrd (h)

ninja (h)

patch (h)

pbeardbl (h)

pbeardgn (h)

pbeardwt (h)

pbeardyw (h)

pbeard (h)

phat

spikeybk

Page 16: Urt_Ultimate_Script_Guide

spikeypp

spikeyrd

thinbk (h)

thinrd (h)

touqbl

touqdg

touqwt

viking

spikeybl

thinbk (h)

thinrd (h)

touqbl

touqdg

touqwt

viking

Sarah

bartsbk (h)

bartsgn (h)

bartsor (h)

bartspk (h)

bartsrd (h)

capbk

capgn

capor

caprd

cears

Diablo (h)

eyepatch1 (h)

ninja (h)

patch (h)

phat

pimpbk

pimpgn

pimpor

pimppk

pimprd

piratehat

ponybk

ponygn

ponyor

Misu

arab (h)

bartsbk (h)

bartsgn (h)

bartsor (h)

bartspk (h)

bartsrd (h)

black (h)

capbk

capgn

capor

caprd

cears

Diablo (h)

ninja (h)

patch (h)

phat

pimpbk

pimpgn

pimpor

pimppk

pimprd

ponybk

ponygn

ponyor

Rafiq

capbk

capgn

capor

caprd

cigar (h)

Diablo (h)

foo (h)

fringe (h)

goateebk (h)

goateerd (h)

goggles (h)

hndlebk (h)

hndlerd (h)

jason

mohwkbk

mohwkor

mustbk (h)

mustrd (h)

ninja (h)

patch (h)

pbeardgn (h)

pbeardrd (h)

pbeardwt (h)

pbeardyw (h)

Denzel

capbk

capgn

capor

caprd

cigar (h)

Diablo (h)

foo (h)

fringe (h)

goateebk (h)

goateerd (h)

goggles (h)

hndlebk (h)

hndlerd (h)

mohwkbk

mohwkor

mustbk (h)

mustrd (h)

ninja (h)

patch (h)

pbeardgn (h)

pbeardrd (h)

pbeardwt (h)

pbeardyw (h)

pbeard (h)

Page 17: Urt_Ultimate_Script_Guide

ponypk

ponyrd

shades (h)

touqbk

touqgn

touqrd

viking

ponypk

ponyrd

shades (h)

touqbk

touqgn

touqrd

viking

pbeard (h)

phat

pimpbk

pimpgn

pimpor

pimppk

pimprd

piratehat

spikeybk

spikeyor

thinbk (h)

thinrd (h)

touqbk

touqgn

touqrd

viking

white (h)

phat

pimpbk

pimpgn

pimpor

pimppk

pimprd

spikeybk

spikeyor

thinbk (h)

thinrd (h)

touqbk

touqgn

touqrd

viking

white (h)

roUnd 3: ConTrollable reSoUrCeS (CommandS and VariableS)OK this is a LONG section. This is a listing of every Urban Terror Action and Variable that I know of. There are over 500 I believe. (Sorry I never actually felt like counting... feel free if you like.) Below is a listing of them all along with range options and descriptions. All variables that start with a +, have a corresponding – command to start/stop an action. If a part of a table is blank, that means I do not know the missing data. (There is a lot I don't know yet, feel free to contribute.)

Notation:

(#/#/#) = This variable accepts only 1 of the # values listed

(#-#) = This variable accepts only one of the numbers between the two numbers (can be decimal/float or integer type)

#.## = This variable accepts a decimal/float point number

# = This variable accepts an integer

“ “ = This variable accepts string input

Page 18: Urt_Ultimate_Script_Guide

#% = This variable requires a percentage (without the percent sign)

If there is a value already present it is most likely locked by the Urban Terror game (ie unchangeable), or I did not know the available ranges or types to input. Okay with information here we go to a lot of data!

Teamteam (p/s/red/blue/free/spec) set player status. p=player s=spectator red, blue, or free

(team free joins smallest/loosing team)also in tourney play team follow1 2 etc.(follow players by lead position) team scoreboard your player becomes a scoreboard

teamtask display the current task you have been assigned 1 - offense 2 - defense 3 - point/patrol 4 - following 5 - retrieving 6 - escort(guarding flag carrier) 7 - camping

Page 19: Urt_Ultimate_Script_Guide

moTion

Config Item Range Default Description

+back /-back start/stop moving backwards

+button8 / -button8 Start/Stop Sprint (I think this is the same function as +speed... but not sure... does not combo with +speed)

+forward / -forward start/stop moving forward

+movedown / -movedown start/stop moving down (crouch, climb down, swim down)

+moveleft / -moveleft start/stop strafing to the left

+moveright / -moveright start/stop strafing to the right

+moveup / -moveup start/stop moving up (jump, climb up, swim up)

+speed / -speed Start/stop run/walk

+strafe / -strafe start/stop changing directional movement into strafing movement (mouse controls movement... not pointing)

cl_run (0/1) 1 Toggle Run/Walk

Page 20: Urt_Ultimate_Script_Guide

VieWing (inClUde ClienT game SeTTingS)

Config Item Range Default Description

+left / -left Start/stop turning left

+lookdown / -lookdown start/stop looking down

+lookup / -lookup start/stop looking up

+mlook / -mlook start/stop using mouse movements to control head movement (didn't seem to work for me)

+right / -right start/stop turning right

ut_zoomin Zoom in to fov specified by the zoomfov variable

ut_zoomout Zoom out one level

ut_zoomreset zoom out normal view

centerview quickly move current view to the center of screen

cg_bobpitch #.### 0 How much pitches when walking (0-1) - how much the camera moves when the person is waling

cg_bobroll #.### 0 How much the camera Rolls when walking (0-1)

cg_bobup 0.000 0 locked by UrT4.1

cg_brassTime # 2500 Number of ms to leave shell casings on ground visible

cg_cameraOrbitDelay ## 50 Not Exactly sure....

cg_drawFriend (0/1) 1 Toggle the display of icon over the heads of your teammates

cg_drawHands (0/1) 1 Toggle visibility of hands holding the weapon in first person (normal) view.

cg_fov (90-110) 90 Field of vision in degrees range (90-110)

cg_gibs (0/1) - Toggle Gibage! :) Exploding guts etc...

cg_gunsize (0/1) 0 Toggle Micro Gun (show gun in small size)

cg_marks (0/1) 1 Toggle Bullet marks

cg_marktotaltime # - Number of ms to leave bullet marks on surfaces

cg_maxFragments # 32 Number of fragments things break into

Page 21: Urt_Ultimate_Script_Guide

cg_maxPrecip # - Number of particles to use for precipitation 0 = don't show precipitation (Rain/Snow)

cg_pausePitch 0 0 Not sure if this is used... made no difference in my game play

cg_pauseYaw 0 0 Not sure if this is used... made no difference in my game play

cg_physics (0/1) 1 Sync Video to physics engine

cg_pitchup 0 locked by UrT4.1

cg_runpitch #.### 0 The amount of pitch in camera during running

cg_runroll #.### 0 The amount of roll in camera during running

cg_sfxbrasstime # 5000 Number if milliseconds that brass (ejected shells) stay lying around on the ground

cg_sfxMuzzleFlash # 1 locked by UrT4.1

cg_sfxParticles (0/1) 1 Toggle all particle effects except hit effects.

cg_sfxShowDamage (0/1) 1 Toggle damage skins on models when a player gets hit

cg_sfxSurfaceImpacts (0/1) 1 Toggle bullet impact effects on hitting surfaces

cg_sfxTeamBands (0/1) 1 Toggle Team Bands

cg_sfxVisibleItems (0/1) 1 Toggle weather or not you see weapons on other players

cg_shadows (0-3) 1 There are 3 shadow modes - 1, 2, and 3. 1 creates round, unrealistic shadows under the feet of all characters. 2 creates incredibly lifelike shadows, but at a huge performance hit. 3 creates suitably lifelike shadows but again at the cost of some performance

cg_showbullethits (0-2) 2 Toggle bullet impacts

cg_simpleItems (0-1) 0 Toggle Simple Items

cg_smoothClients (0/1) 0 Use prediction for display if enabled by server.

cg_tracerchance (0-1) 0.8 The frequency of tracer bullets (0= no tracers; 1 is all tracers)

cg_tracerlength (0-100) 100 The length of tracer bullets (0:short-20:long)

Page 22: Urt_Ultimate_Script_Guide

cg_tracerwidth (0-1) 1 The width of the tracer

cg_viewsize ###% 100 Percentage of the viewable area to use in display

cg_visibleBleeding (0/1) 1 Toggle player bleeding

cl_freelook (0/1) 1 Allows 360 degree viewing

com_blood (0/1) 1 Toggle blood blood spray/leakage

screenshot save current view port to a TARGA image file (usually named sequentially shot0001.tga)

screenshotJPEG save current view port to a JPEG image file (usually named sequentially shot0001.jpg)

setviewpos sets the VR coordinates of the players view screen

sizedown makes view port one size smaller

sizeup makes view port one size larger

viewpos returns player coordinates on the map in x y z form

cl_pitchspeed 140 scale factor for how fast view pitch will be adjusted (default 140)

cl_yawspeed 140 scale factor for how fast view yaw will be adjusted (default 140)

cg_centertime

cg_errordecay 100 player prediction adjustment that helps smooth out prediction errors (default 100)

cg_noplayeranims (0/1) Locked

cg_swingSpeed 0.3 Locked

cg_drawSnapshot 0

hUd and player infoConfig Item Range Default Description

+info/-info Start/Stop displaying server information (sv_hostname, map, rules, g_gametype, fraglimit)

Page 23: Urt_Ultimate_Script_Guide

+scores/-scores Start/Stop displaying of scores

cg_draw2D (0/1) 1 All items and pickups will be displayed in 2D rather than 3D

cg_draw3DIcons (0/1) 0 When turned on, all icons in the HUD will be displayed in 3D. (this broke my install... dunno if it was me... or problem with command)

cg_drawfps (0/1) 1 Toggles FPS display on screen

cg_drawIcons (0/1) 1 Dray Icons on HUD

cg_drawStatus (0/1) 1 Show status for some game types

cg_drawteamoverlay (0/1) 1 Toggles Team information display on / off

cg_drawteamoverlayscores (0-3) Determine amount of information to display for team overlay 0 is off. 1 displays both teams. 2 displays your team and number of alive enemies. 3 is yourself and the number of alive teammates and enemies.

cg_drawtimer (0/1) 1 Show game timer on screen

cg_hudweaponinfo (0-2) 2 Determines the weapon readout style

cg_lagometer (0/1) 1 Toggles Lagometer on and off

cg_mapalpha (0-1) 0.7 The alpha transparency of the map (0.000 - 1.000)

cg_maparrowscale #.# 3.0 The scale of arrows on minmap

cg_mappos (0-9) 1 Determines Minimap Position on HUD

cg_mapsize # 150 Size of minimap in pixels?

cg_maptoggle (0/1) 1 Toggles Minimap on and off

cg_speedo (0/1) - Display XYZ position and speed on screen (off/on)

cl_drawclock (0/1) 0 Show real world time (ie... clock!)

clientinfo display name, rate, number of snaps, player model, rail color, and handicap (state number?)

systeminfo returns values for: g_syncronousclients, sv_serverid, and timescale.

userinfo list user information like (possibly replaced by clientinfo)

cg_hudFiles ui/hud.txt

Page 24: Urt_Ultimate_Script_Guide
Page 25: Urt_Ultimate_Script_Guide

WeaponS

Config Item Range Default Description

+attack/-attack Star/Stop shooting, stabbing or punching

+button0/-button0 Start/Stop fire weapon... might be same as attack... not sure

+button3/-button3 Toggle weapon modes

+button5/-button5 Start/Stop reload of weapon

cg_autoswitch (0/1) 1 Toggle automatically switch of weapons

cg_crosshairfriendrgb # # # # 1 0 0 1 Color of your cross hair when it is placed over a teammate. (red/green/blue/brightness) Ranges 0-1

cg_crosshairHealth (0/1) 1 Toggle showing team mate health when cross hair placed over team mate

cg_crosshairnamessize #.### 0.3 Font size of player name when cross hair is over player.

cg_crosshairnamestype (0-3) 3 Switches between different cross hair name types, valid range 0 to 3.

cg_crosshairrgb #,#,#,# 1 1 1 1 Standard Color of cross hair (red/green/blue/brightness) Ranges 0-1

cg_crosshairsize # 20 Size of cross hairs (in pixels?)

cg_crosshairX # 0 Offset number of pixels in X axis

cg_crosshairY # 0 Offset number of pixels in Y axis

cg_drawcrosshair (0-13) 4 The default cross hair to use when not scoped

cg_drawcrosshairnames (0/1) 1 Toggle the ability to show players name when cross hair over them

cg_scopefriendrgb # # # # 1 0 0 1 Color of scope cross hair when over friendly (red/green/blue/brightness) Ranges 0-1

cg_scopeg36 (0-3) 0 Scope type for G36 ; 0=Cross, 1=Cross2, 2=T-Shape, 3=Dot

cg_scopePSG (0-3) 0 Scope type for PSG; 0=Cross, 1=Cross2, 2=T-Shape, 3=Dot

cg_scopeRGB # # # # 0 0 0 1 Standard Color of scope cross hair (red/green/blue/brightness) Ranges 0-1

Page 26: Urt_Ultimate_Script_Guide

cg_scopering "2" 2 Shows A Ring for Accuracy On The Scope

cg_scopesr8 (0-3) 0 Scope type for SR8 // 0=Cross, 1=Cross2, 2=T-Shape, 3=Dot

cg_zoomfov "22.5" 22.5 Field of Vision for scope... not sure range

cg_zoomWrap "1" 1 Toggles If You Can Scroll Through Your Zoom

ut_weapdrop Drop current weapon

weapnext switch to the next higher numbered weapon

weapon (0-5) select a weapon by it's number (weapon "5")

weapprev switch to the next lower numbered weapon

Page 27: Urt_Ultimate_Script_Guide

life - deaThConfig Item Range Default Description

+button6 / -button6 Start/Stop Heal

kill kills your player (suicide but can get you unstuck some times)

ChaT/Signal/radio Config Item Range Default Description

cg_autoradio (0/1) 0 Automatic Radio messages:

1=Grenade+lol 2=lol,Bomb without grenade 0=Disabled

cg_chatHeight # 4 Number of lines of chat text that you see

cg_chatTime # 4000 Number of milliseconds that a chat messages stays on the screen before it goes.

cg_noTaunt (0/1) 0 if enabled displays taunt (taunt the gestures are made by giokatori)

cg_novoicechats if enabled will not play the voice chat

cg_noVoiceText (0/1) if not enabled chat show

cg_standardChat (0/1) 0 Quake 3 Style Chat -> aka all console?

cg_teamChatHeight # 0 Number of lines for team chat

cg_teamchatsonly (0/1) 0 Only display team chat

cg_teamChatTime # 3000 Number of milliseconds to display team chat info

messagemode send a message to everyone (same as "say")

messagemode2 send a message to teammates (same as "say_team")

messagemode3 send a message to player under cross hairs

messagemode4 Send message to the last player attacked

say say something to everyone on the server

say_team say something to your team only.

tell_target Sends a message to the player under your crosshair

Page 28: Urt_Ultimate_Script_Guide

ut_radio # # (See radio options)

Call radio menu or <menu1> <menu2> to make radio broadcast, can optionally use the lol command:

“lol” command sends “laugh out loud” signal usage:

ut_radio lol(player laughing only aviable with auto radio 1 and 2)

iTemConfig Item Range Default Description

+button2/-button2 Start/Stop (activate/de-activate) item

ut_itemprev Select the previous item

ut_itemnext Select the next item

ut_itemdrop drop current item

Can be used ut_itemdrop <item> to drop a specific item such as: “ut_itemdrop flag”

Allowable <items> are (incomplete list unknown name for helmet/silencer/nvg)

• kevlar

• medkit

• flag

ut_itemuse use current item (on/off/use..)

cg_nvg (0-7) Color of the tac goggles view 0-7

0=green, 1=red, 2=blue, 3=yellow, 4=cyan, 5=purple, 6=pink, 7=orange

demoConfig Item Range Default Description

demo play a demo syntax:\demo four.dm_66 now supports demos from previous network protocol versions 66 - 68 of Quake III Arena

recorddemo records a demo (record mydemo.dm3) (g_syncronousClients must be a 1 to start)

stoprecord stop recording a demo

follow switch to follow mode (follow "<name>" or follow1 for 1ST place

Page 29: Urt_Ultimate_Script_Guide

follow2 for 2ND etc…)

ConSoleConfig Item Range Default Description

toggleconsole usually bound to ~ the tilde key brings the console up and down

clear clear all text from console

condump “ ” condump "x" write the console text to a file where "x" is the name of that file

cmdlist list all available console commands

cvar_restart reset all variables back to factory defaults (could be handy)

reset reset specified variable (reset model) single variable as opposed to cvar_restart…

cvarlist list all available console variables and their values

ut_echo Display string in message area (Color tags allowed)

echo echo a string to the message display to your console only

devmap load maps in development mode? (loads map with cheats enabled)

exec execute a config file or script

fdir allows the user to search his game directory for the presence of file types. a common use for this might be to search out the file names of maps that are often buried inside pak files with different names. syntax: fdir <filter>example: fdir *q3dm?.bsp - In this example, the user is searching all subdirectories (the "*" stands in for the path name) for game maps (the .bsp file extension) that have the letters "q3dm" in their name AND that are followed by a single character (indicated by the "?").one or more meta characters may be used in the filter.* match any string of zero or more characters? match any single character[abc...] match any of the enclosed characters; a hyphen can be used to specify a range (e.g. a-z, A-Z, 0-9)

dir display directory if syntax is correct ex. (dir \) or (dir ..\) or (dir ..\baseq3)

Page 30: Urt_Ultimate_Script_Guide

quit quit arena and quit Quake 3 Arena and return to your OS…Thanx for flying

writeconfig saves current configuration to a cfg file…this is cool! (c:

logfile (0/1) 0 Toggle logfile on/off

scr_conspeed # 3 vertical scrolling speed of the console

neTWork & ConneCTionConfig Item Range Default Description

cg_predictitems (0/1) 1 Toggles whether the server or the client decides on whether a weapon has being collected. A setting of 1 means the client decides, and a setting of 0 means the server decides

cl_lanForcePackets 1

cl_maxpackets 30 maximum number of outgoing packets to prevent problems of rate between server and client [30 -> 100]

cl_packetdelay 0

cl_packetdup 1 send this many previous client movement commands when sending a new one, this helps eliminate dropped packets (default 1)

connect “ ” connect to server (connect 204.52.135.50) or (connect serverURL.com)

disconnect disconnects you from server (local included)

globalservers list public servers on the internet

heartbeat send a manual heartbeat to the master servers

loaddefered load models and skins that have not yet been loaded

loaddeferred load models and skins that have not yet been loaded (corrected spelling)

localservers list servers on LAN or local sub net only

net_noudp 0 do not use the UDP protocol

net_restart reset all the network related variables like rate etc...

net_socksEnable 0 enable SOCKS server support (default 0)

Page 31: Urt_Ultimate_Script_Guide

net_socksPassword “” “” SOCKS server password (default "")

net_socksPort 1080 SOCKS server port (default 1080)

net_socksServer “” “” SOCKS server address (default "")

net_socksUsername SOCKS server userid (default "")

ping “ ” manually ping a server (ping "<sv_hostname>" or by the IP address)

reconnect re-initialize the connection to the last server you were connected to

scanservers scan the local area network for servers (only works for same subnet)

showip display your current TCP/IP address

showpackets 0 show packets as they are sent to and from the client and server

Page 32: Urt_Ultimate_Script_Guide

SySTem reSoUrCeS (memory & fileS)

Config Item Range Default Description

fs_openedList display the file name of open pak files (pk3)

hunk_stats returns value of some registers how many bits high/low and total

imagelist list currently open images/textures used by the current map. also displays the amount of texture memory the map is using which is the last number displayed - Jax_Gator start/stop strafing to the left

meminfo meminfo command replaces hunk_stats and z_stats "John Carmack

path display all current game paths

z_stats display the memory statistics for the Z-buffer in the game "lists all blocks >= given size" John Carmack meminfo command replaces hunk_stats and z_stats "John Carmack"

graphiCS infoConfig Item Range Default Description

gfxinfo returns extensive information about video settings

shaderlist list of currently open shaders (light effects)

vid_restart reinitialize video

CheaTSConfig Item Range Default Description

give cheat - give player item (give railgun)

god god

levelshot display the image used at the end of a level

Page 33: Urt_Ultimate_Script_Guide

noclip no clipping objects (nothing will be solid)

notarget BOTS will not fight/see you (good for getting cool screenshots)

inpUT & deViCeConfig Item Range Default Description

in_disablemacosxmouseaccel 0

in_joyBallScale #.## 0.02 if the joystick has a trackball like interface, this is used to scale that input for view (default 0.02)

in_joystick (0/1) 0 whether or not joystick is on (default 0)

in_logitechbug (0/1) 0

in_midi (0/1) 0 turn on midi support (default 0)

in_midichannel # 1 when midi support is on, what channel to use (default 1)

in_mididevice # 0 when midi support is on, what midi device to use (default 0)

in_midiport # 1 the midi port to use?

in_mouse (-1/0/1) 1 1=Directx(12ms lag/do not buffer 1000hz pollingrate) -1=Windows Pointer Input (edge clipping on high dpi or low resolution)

in_nograb 0 ???

in_restart restarts all the input drivers, dinput, joystick, etc

in_subframe 1 ???

joy_threshold #.## 0.15 the threshold of movement when movement on the joystick registers, allows you to define the deadzone of the stick (default 0.15)

m_filter (0/1) 0 Off by default Smooths mouse by averaging

Page 34: Urt_Ultimate_Script_Guide

mouse input over a distance.

m_forward #.## 0.25 mouse scale for applying y-axis mouse motion to character forward movement

m_pitch #.### 0.022 mouse scale for applying y-axis mouse motion to view pitch (default 0.022)

m_side #.## 0.25 mouse scale for applying x-axis mouse motion for character side movement

m_yaw #.### 0.022 mouse scale for applying x-axis mouse motion to view yaw

sensitivity (1-30) 5 The sensitivity of the mouse movement

cl_mouseAccel 0 mouse acceleration factor (default 0)

model & SkinConfig Item

Range Default Description

funblue (funstuff_list) Visual Fun stuff for the skins on blue team

funred (funstuff_list) Visual Fun stuff for the skins on red team

model display the name of current player model if no parameters are given (see also model variable)

modelist list of accessible screen resolutions

modellist list of currently open player models

raceblue (0-3) 2 Select blue team model/character to use

Skin: 0=Adala, 1=Carla, 2=Tom, =Takeshi

racered (0-3) 2 Select red team model/character to use

Skin: 0=Sarah, 1=Misu, 2=Rafiq, 3=Denzel

skinlist list of currently open skins

Page 35: Urt_Ultimate_Script_Guide

mUSiC & SoUndConfig Item Range Default Description

cg_footsteps (0/1) 1 Sound of Players footsteps on (default). // Locked

cg_footsteps (0/1) Toggle the sound of footsteps... (on your local machine only)

cg_hitsound (0/1) Toggle audible sound (plink) when you hit your enemy.

cg_sfxBreathing (0/1) Allows you to hear heavy breathing when a player is exhausted

cg_stereoSeparation #.## Separation of sterio range 0-1

com_soundMegs 8 allocates a certain amount of memory for the sound

midiinfo display information about MIDI music system

music plays specified music file (music music.wav)

play play a sound file (play sound.wav)

s_backend ???

s_disable_a3d disable support for Aureal 3D sound system

s_doppler 1 1 Makes The Sound Of Objects Coming Towards Or Moving Away

s_enable_a3d enable support for Aureal 3D sound system

s_info display information about sound system (replaced soundinfo command)

s_khz 22 the default mixing rate in Khz (default 22)

s_list display paths and filenames of all sound files as they are played. (replaced soundlist command)

s_mixahead 0.2 how far ahead into the future the sound system should mix (default 0.2 seconds)

s_mixPreStep 0.05 this is a pre-mix step for global sound time, not sure what it actually accomplishes (default 0.05 seconds)

s_musicvolume 0.25 the volume of the music (default 0.55)

s_sdlBits 16 ???

s_sdlChannels 2 ???

Page 36: Urt_Ultimate_Script_Guide

s_sdlDevSamps 0 ???

s_sdlMixSamps 0 ???

s_sdlSpeed 0 ???

s_stop stop whatever sound that is currently playing from playing. (Replaced stopsound command)

s_useopenal 0 ???

s_volume #.## 0.8 Audio Volume Range 0-1

s_volumelowest ???

s_volumemute ???

snd_restart reinitialize sound

soundinfo information about sound system

soundlist list of currently open sound files

stopsound stop whatever sound that is currently playing from playing.

Page 37: Urt_Ultimate_Script_Guide

VoTeConfig Item Range Default Description

callteamvote allows a team to vote for a captain or team leader

callvote allvote <command> vote <y/n> Caller automatically votes yes vote has a 30 second timeout each client can only call 3 votes a level vote is displayed on screen with totals "John Carmack" vote commands are: map_restart, nextmap, map , g_gametype and kick .

vote allows user to cast a vote on a called vote usually bound to F1 (yes) and F2 (no)...(c:

teamvote allows user to cast a vote on a called team vote yes or no callteamvote <playername> vote <y/n> Caller automatically votes yes vote has a 30 second timeout each client can only call 3 votes a level vote is displayed on screen with totals

SCripTingConfig Item Range Default Description

bind assign a key to command(s). (bind <key> "<command>")

bindlist list all currently bound keys and what command they are bound to

com_buildScript 0 for automatic script/pak building, not currently functional

set set a variable (set <variable name> <commands;separate by;semi;colon>)

seta sets the variable with the archive flag will save the last setting to q3config.cfg and reload that setting every time you run the game. Any changes to variables with an A for the class ID are automatically stored in q3config.cfg - LOKi

setenv sets environment variables

sets sets the variable with the serverinfo flag, so it will be transmitted from a server to connecting clients - LOKi

Page 38: Urt_Ultimate_Script_Guide

setu sets the variable with the userinfo flag, so it will be transmitted from a client to a server while connecting - LOKi

toggle “” toggle "X", where X is the variable you give, to a 1 if it is 0 and 0 if it is 1 (toggle cg_autoswitch) "The 'toggle' command can toggle write protected cvars." Graeme

unbind “” unbinds a key

unbindall unbinds all keys (be careful)

vstr “” identifies the attached command as a variable sting (bind a vstr "myvariable")

wait # stop execution and wait one game tick (no alias support will be added in Q3A per J.C.)

graphiCS SeTTingS

Config Item Range Default Description

r_allowExtensions (0/1) 1 Toggle use all of the OpenGL extensions your card is capable of

r_allowSoftwareGL 0 allow software OPENGL, normally this would be really slow (default 0)

r_ambientScale #.## 0.6 Set the scale or intensity of ambient light Range 0-1.0

r_clear 0 whether or not to explicitly clear the screen (default 0

r_colorbits (0-32) 0 Set number of bits used for each color from 0 to 32 bit // number of desired color bits, only relevant for fullscreen

r_colorMipLevels (0/1) 0 Toggle "texture visualization tool" John Carmack

r_customaspect (0/1) Toggle the use of custom screen resolution/sizes

r_customheight # 1024 Height of visual display in pixels

Page 39: Urt_Ultimate_Script_Guide

r_customPixelAspect 1

r_customwidth # 1600 Width of visual display in pixels

r_depthbits (0-24) 0 set number of bits used for color depth from 0 to 24 bit

r_detailtextures (0/1) 1 toggle the use of detailed textures, when disabled every stage of a shader is rendered except those with the keyword "detail"

r_directedScale (0-1) 1 Set scale/intensity of light shinning directly upon objects

r_displayrefresh # 0 monitor refresh rate in game

r_dlightBacks (0/1) 1 Toggle brighter areas being changed more by dlights than dark areas.

r_drawBuffer which buffer to render to, (default GL_BACK)

r_drawSun (0/1) 0 Toggle render of sunlight into the equation of lighting effects

r_drawworld (0/1) 1 Locked

r_dynamiclight (0/1) 1 Toggle dynamic lighting (different "dynamic" method of rendering lights)

r_ext_compiled_vertex_array (0/1) 1 Toggle hardware compiled vertex array rendering method default is 1

r_ext_compress_textures (0/1) Toggle compression of textures

r_ext_compressed_textures (0/1) 1 Toggle compression of textures (1.27g changed to past tense compressed)

r_ext_gamma_control (0/1) 1 Toggle external gamma control settings

r_ext_max_anisotropy 2

r_ext_multitexture (0/1) 1 Toggle hardware mutitexturing if set to zero is a direct FPS benefit

r_ext_texture_env_add (0/1) Toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl

r_ext_texture_filter_anisotropic 1 anisotropic texture filtering

Page 40: Urt_Ultimate_Script_Guide

r_facePlaneCull (0/1) 1 Toggle culling of brush faces not in view (0 will slow FPS)

r_fastsky (0/1) locked by UrT4.1

r_finish (0/1) 0 Toggle synchronization of rendered frames (engine will wait for GL calls to finish)

r_flareCoeff 150 Locked

r_flareFade 7 how long light coronas should fade when on the screen or off the screen (default 7)

r_flares (0/1) 0 Toggle projectile flare and lighting effect. the flare effect is a translucent disk that is used to alter the colors around lights with a corona effect

r_flareSize 40 the size of the light coronas (default 40)

r_fullscreen (0/1) 1 Toggle fullscrean/windowed mode 1=Full Screen, 0=Windowed

r_gamma #.## 1 Gama Settings

r_glDriver libGL.so.1

opengl32

Video driver

r_GLlibCoolDownMsec 0 wait for some milliseconds to close GLlibrary

r_ignore 1

r_ignoreFastPath (0/1) 1 Possibly to disable the looking outside of the PAK file first feature in case of duplicate file names etc.

r_ignoreGLErrors (0/1) 1 ignores OpenGL errors that occur

r_ignorehwgamma (0/1) 0 Toggle the use of DirectX gamma correction or video driver gamma correction?

r_inGameVideo (0/1) 1 Toggle the display of in game animations on bigscreen map objects that display a camera view of the current game

r_intensity (0/1) 1 Increase brightness of texture colors

r_lightmap (0/1) 0 locked by UrT4.1

r_lockpvs 0 lock the current PVS in, so that you can

Page 41: Urt_Ultimate_Script_Guide

wander around and see what is visibile and what isn't (default 0)

r_lodbias (0-2) 0 Level Of Detail On The Players Models 0=best, 1=better, 2=worst

r_lodCurveError ### 250 another level of detail setting if set to 10000

r_lodscale # 5

r_logFile 0 when true, dumps out all render commands to a file called gl.log (default 0)

r_mapOverBrightBits # 0 set intensity level of lights reflected from textures.. locked by UrT4.1

r_maxpolys # 600 Maximum number of polygons on screen

r_maxpolyverts # 3000 Maximum number of vertices's from polygons on screen

r_measureOverdraw 0 when set to 1, and if the hardware supports a stencil buffer, overdraw will be reported (default 0)

r_minimize 0

r_mode # 3 Chose video resoution ouput type (unknown range) 4 = 800*600; 6 = 1024*768

r_offsetfactor -1 polygon offset factor for shader stages that have polygon offset set (default -1)

r_offsetunits -2 polygon offset units for shader stages that have polygong offset set (default -2)

r_overbrightbits # 0 possibly similar to r_mapOverBrightBits (no visible effect on mine)

r_picmip 1 Level Of Detail On The Textures 0=best, 1=better, 2=worst

r_previousglDriver The previous display driver loaded

r_primitives (0-3) 0 set the rendering method. -1 = skips drawing 0 = uses glDrawElements if compiled vertex arrays are present, or strips of glArrayElement if not present 1 = forces strips 2 = forces drawElements 3 = path for non-vertex array testing

Page 42: Urt_Ultimate_Script_Guide

r_railCoreWidth 6 Q3 vestigle "16"

r_railSegmentLength Q3 vestigle "64"

r_railWidth Q3 vestigle "128"

r_roundImagesDown # 1 set rounding down amount (larger = faster, lower quality) - Randy

r_saveFontData 0

r_showImages 0 renders all images currently loaded. If set to 2, will render them proportionately (default 0)

r_showSmp 0 will show SMP activity while rendering (default 0)

r_simpleMipMaps (0/1) 1 toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy

r_smp (0/1) 0 toggle the use of multi processor acceleration code

r_stencilbits (0,8,16) 0 stencil buffer size (0, 8bit, and 16bit)

r_stereo (0/1) 0 toggle the use of stereo separation for 3D glasses

r_subdivisions # 4 set maximum level of detail. (an example would be the complexity of curves. 1=highest detail)

r_swapinterval (0/1) 0 toggle frame swapping.

r_texturebits (0/16/32)

Texture bits 0/16/32

0 = use framebuffer depth

16 = use 16-bit textures

32 = use 32-bit textures

all else = error

r_texturemode "GL_LINEAR_MIPMAP_NEAREST"

r_uiFullScreen 1

r_uiFullScreen 1 if enabled in rtcw removes fog from maps, and in nn seems to have particular effects

r_verbose 0 turns on additional startup information when

Page 43: Urt_Ultimate_Script_Guide

renderer is starting up (default 0)

r_vertexLight enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode. (recommend dynamiclight 0 and this 1) direct FPS benefit "John Carmack"

r_znear # 4 near Z clip plane

SerVer (UnTeSTed)Config Item Range Default Description

banClient ban a client by slot number used in conjunction with serverstatus you can ban players by their slot number regardless of player name (from server console only) part of the client banning system which depends on a master banned list on the master server at id software

banUser ban a client by their player name. once the name is entered the players name, IP, and CD-Key are sent to the master server where the player will be band for a length of time determined by id software. lamers take heed this system will ban you from all servers instantly.

clientkick kick a client by slot number used in conjunction with serverstatus you can kick players by their slot number regardless of player name (from server console only)

cmd send a command to server remote console

configstrings list the current config strings in effect

crash causes Q3TEST.EXE to perform an illegal operation in Windows

dumpuser display user info (handicap, model/color, rail color, more…)(dumpuser "<name>")

Page 44: Urt_Ultimate_Script_Guide

error execute an error routine to protect the server

g_allowvote 0

g_blueTeam Pagans The displayed “name” of the blue team

g_filterBan 1

g_friendlyfire 1

g_gametype 0 what kind of game is currently being run on the server (default 0)

g_maxGameClients 0

g_motd The name of the modification

"Urban Terror, Presented by FrozenSand"

g_redTeam The display “name” of the red team

g_teamAutoJoin 0

g_teamforcebalance 1

g_warmup 20

kick kick the player with the given name off the server. if nobody uses the name "all" and "all" is specified as player name then everyone is kicked. if there are no bots with the name "allbots" and "allbots" is specified as player name then all the bots are kicked. (from server console only…kick "<name>")

killserver stops server from running and broadcasting heartbeat??

map loads specified map (map q3dm7)

map_restart resets the game on the same map (also plays fight! sound file and displays FIGHT!)

rcon start a remote console to a server.

rconAddress the address of the server you want to send rcon messages to.

restart restart the game on the current map (server only)

serverinfo gives information about local server from the console of that server

serverrecord records a serverside demo (serverrecord srvrdemo.dm3)

Page 45: Urt_Ultimate_Script_Guide

serverstatus display the current status of the connected server as well as connected users and their slot number. if you specify an IP address it will display the status of a remote server

serverstop stops the recording of a serverside demo

spdevmap load a devmap with bots spawned in. (cheats enabled)

spmap load a map with bots spawned in. (cheats disabled)

status status of currently connected server

sv_allowdownload 0 whether the server will allow data to be downloaded from it (default 0)

sv_floodprotect 1 should the server protect itself from msg flooding (default 1)

sv_fps 20 the simulation speed at which the server and game code is run (default 20)

sv_hostname the name of the server

sv_lanForceRate 1

sv_mapChecksum the 32-bit CRC checksum of the currently loaded map

sv_maxclients 8 number of clients which can join a game

sv_maxPing 0

sv_maxRate 0 maximum rate at which data is sent to the client

sv_minPing 0

sv_minRate 0

sv_packetdelay 0

sv_padPackets 0 pad outgoing packets with this many bytes

sv_paused 0

sv_privateClients 0 number of reserved client slots to reserve on the client

sv_privatePassword “” “” password to allow one to play as a private client

sv_pure 1 if true, the game does not allow any add-ons or modifications

sv_reconnectlimit 3 how many times a client is allowed to re-connect

Page 46: Urt_Ultimate_Script_Guide

before being disconnected (default 3)

sv_serverid 0 a unique id that is generated from the current game time when the server was started

sv_showloss 0

sv_strictauth 1

sv_timeout 200 how long to wait in seconds before dropping a player who hasn't sent any commands (default 200)

sv_zombietime 2 how long to keep a client connected to the server after they have been dropped (default 2)

boTS!Config Item Range Default Description

addbot <bot type> add one bot <botlib> name of the bot library <name> name of the bot <skin> skin of the bot <charfile> file with the bot character <charname> name of the character - "Mr. Elusive" bots can be given a fractional skill when adding them from the console. for instance use "/addbot grunt 4.6 blue" to add a 4.5 skill Grunt to team blue.

arena load arena and bots "name" from arena.txt (arena <name>)

bot_challenge 0

bot_developer 0

bot_fastchat 0

bot_grapple 0

bot_interbreedbots 10

bot_interbreedchar

bot_interbreedcycle 20

bot_interbreedwrite

bot_nochat 0

Page 47: Urt_Ultimate_Script_Guide

bot_pause 0

bot_report 0

bot_rocketjump 1

bot_saveroutingcache 0

bot_testclusters 0

bot_testrchat 0

bot_testsolid 0

bot_thinktime 100

debUg opTionSConfig Item Range Default Description

r_debugSort 0 debug tool that only renderes those sort layers that are greater than the value of the variable (default 0)

r_debugSurface debug tool which renders a custom surface for patch collision debugging

r_debuglight debug tool that prints out entity lighting information

showdrop debug tool to show dropped packets (default 0)

in_debugjoystick debugging tool for the joystick (default 0)

s_show debugging info for the sound system

s_testsound debugging tool that plays a simple sine wave tone

r_drawentities 1 debug tool that allows you to turn off entities (default 1)

r_nobind debugging tool to turn off all texture binding (default 0)

r_nocull debugging tool to turn off all culling (default

r_nocurves debugging tool to turn off all curves (default 0)

r_noportals debugging tool to turn off all portals (defualt 0)

r_norefresh turn off all rendering (default 0)

r_novis debugging tool to turn off vis information (default 0

Page 48: Urt_Ultimate_Script_Guide

r_portalOnly debugging tool that only draw what is rendered by the portal, not the regular scene. (default 0)

r_printShaders debugging tool that prints out all the shaders that are actually used when loading a level. It is used to generate a pak file (default 0)

r_showcluster debugging tool that prints out current area and cluster (default 0)

r_shownormals debugging tool that shows the normals of all triangles being renderered (default 0)

r_showsky debugging tool that renders the sky in front of everything else so you can see how much of the sky is being rendered (defualt 0)

r_showtris debugging tool that shows the outlines of all the triangles being rendered (default 0)

r_singleShader debugging tool that only uses the default shader for all rendering (default 0

r_skipBackEnd debugging tool that skips the rendering of the back end (default 0)

r_speeds debugging tool that prints out information about the renderer. 1 - prints out shaders/surfs, leafs, verts, tris, mtex and dc

sv_killserver debug tool to kill the server"0"

cg_animspeed 1 debugging tool that lets use freeze all animations (default 1).

cg_nopredict debugging tool to turn off client side predicition

cg_norain debugging tool to turn off rain

cg_showmiss (0/1) debug tool to show prediction misses on client

com_showtrace debugging tool that prints out trace information (default 0

r_fullbright avoid lightmap pass debug tool to render the entire level without lighting (default 0)

cl_debugMove debug tool that prints out information about the current input. If set to 1, a graph of yaw will be displayed, if set to 2,

cl_showSend debug tool that prints out information as to what is currently being sent by the client to the server

Page 49: Urt_Ultimate_Script_Guide

cl_showTimeDelta debug tool that shows the value used on the client to adjust client time so that it matches server time

cl_showmouserate debug tool that shows the speed of the mouse

cl_shownet massive debug tool that shows you the current incoming traffic on the client. 1 shows the size of each server message, 2 shows

com_dropsim debugging tool to simulate dropped packets, specifies percentage of packets to drop (default 0)

com_speeds debugging tool that shows the time spent in various modules of the game. If set to 3, SV_PacketEvents will also be timed"0"

ClienT SeTTingSConfig Item Range Default Description

cl_aviFrameRate 25 AVI frame rate

cl_aviMotionJpeg 1 AVI type Motion JPEG

cl_conXOffset 0

cl_alttab 1 Allow Alternate tab out of application

cl_anglespeedkey 1.5 when turning with the keyboard, how fast to turn (default 1.5)

cl_autoRecordDemo 0 Automatically download data needed

cl_autodownload" 1 Enable auto download

cl_cURLLib libcurl-3.dll/libcurl.so.3 CURL library to use

cl_conXOffset 0

cl_forceavidemo 0 Force demos in avi

cl_freezeDemo 0 used to freeze a demo in place for single frame advances

cl_guidServerUniq 1

cl_master master.urbanterror.net Urbanterror master server list

cl_motd 1 whether or not to query the MOTD server for the MOTD (default 1)

Page 50: Urt_Ultimate_Script_Guide

cl_motdString

cl_nodelta when sending client movement commands, only send complete messages, do not send delta movement commands (default 0)

cl_noprint 0

cl_paused 0 Read only

cl_platformSensitivity 1.0

cl_serverStatusResendTime 750

cl_timeNudge 0 allows you to manually adjust the TimeDelta between the client and server, pushing the client ahead or behind the server time. [-20 ->0]

cl_timeout 200 how long it takes for a server connection to time out in seconds

cm_playerCurveClip 1 collide player against curves

com_altivec 1

com_cameraMode 0

com_introplayed whether or not the intro for the game has been played (default 0)

con_notifytime 3

USer inTerfaCeConfig Item Range Default Description

ui_actualNetGametype 0

ui_bigFont 0.4 Large font size

ui_browserGameType 4

ui_browserMaster 1

Page 51: Urt_Ultimate_Script_Guide

ui_browserSortKey 4

ui_browsershowempty 1

ui_browsershowfull 1

ui_captureLimit 5

ui_cdkeychecked 0

ui_ctf_capturelimit 8

ui_ctf_friendly 0

ui_ctf_timelimit 30

ui_currentMap 0

ui_currentNetMap 0

ui_currentOpponent 0

ui_currentTier 0

ui_dedicated 0

ui_ffa_fraglimit 20

ui_ffa_timelimit 0

ui_fragLimit 10

ui_gametype 3

ui_joingametype 0

ui_lastServerRefresh_0

ui_lastServerRefresh_1

ui_lastServerRefresh_2

ui_lastServerRefresh_3

ui_mapIndex 0

ui_menuFiles ui/menus.txt

ui_netgametype 3

ui_netsource 2

Page 52: Urt_Ultimate_Script_Guide

ui_opponentName Stroggs

ui_scoreAccuracy % 0

ui_scoreAssists 0

ui_scoreBase 0

ui_scoreDefends 0

ui_scoreExcellents 0

ui_scoreGauntlets 0

ui_scoreImpressives 0

ui_scorePerfect 0

ui_scoreScore 0

ui_scoreShutoutBonus 0

ui_scoreSkillBonus 0

ui_scoreTeam “0 to 0”

ui_scoreTime “00:00”

ui_scoreTimeBonus 0

ui_singlePlayerActive 0

ui_smallFont 0.25

ui_spSelection “”

ui_team_fraglimit 0

ui_team_friendly 1

ui_selectgear Show Select Gear Menu

ui_selectteam Open Select Team Menu

ui_mousepitch (0/1) 0 Inverts the vertical axis if your mouse (up becomes down, down becomes up)

Page 53: Urt_Ultimate_Script_Guide

roUnd 4: baSiC binding

The formaTingConfig files must be typed on a simple text editor! You cannot use fancy programs like Microsoft Word, or Open Office. (Easily). They add extra information to the file that corrupt it, you must you a “text” editor such as Notepad, gedit, or vim, and save your file as a .txt file, with a .cfg extension.

CommenTSIf you want Urban Terror to ignore something in your config file, simply put “//” that in front of it for example:

// I shoot people who ignore me!bind x +attack // This is ignored too!

The only thing UrT sees here is the bind command, everything else is ignored.

The bindOkay, binding and script writing is not crazy, but there are a lot of options and things that can go wrong. The benefit is you can control a lot more by writing your own config files. A “binding” is a way to tell the game: when I press button “x” do action “y”.

The basic format of a bind is as follows:

bind KEY command;

For example if you wanted to say “Hello World!!” every time you pressed your space bar here is what you would type:

bind SPACE “ut_echo Hello World!!;”

and place that in your cfg file. Then every time you hit the space bar, it will say Hello World!! on your screen. (the command ut_echo shows information on your screen... not other players)

That is it for simple binding.

mUlTi-TaSking mania!All of the previous rounds have given you the Keys that can be bound, and the commands and variables you can get them to do or change. You can make it more complicated if you want by doing two(or 3+) things at once , like so:

Page 54: Urt_Ultimate_Script_Guide

bind SPACE “ut_weapondrop; ut_itemdrop;”

That command will make you drop your weapon and any item you are currently holding. I don't know why you would want to do that... but you could.

paTienCe yoUng one...A note about multiple commands in a single bind: Many servers have flood protection turned on , preventing someone from flooding the server with commands making it impossible to play. If that is the case you might have to add a “wait” command to tell the server to wait between commands.... like this:

bind SPACE “ut_weapondrop; wait 50; ut_itemdrop;”

That tells the server to wait 50 ms to perform the next command. You may have to adjust your time to get your binds to work right.

WhaT aboUT radio STUff!!! Ok, those of you who want radio hot binds, here yah go!

bind F8 “ut_radio 3 3 ^7I'm ^1$health ^7@ ^5$location. ^7Send help!”

This bind uses the radio call “Help I need a medic” which on the radio chart is 3, 3. Radio chart is listed in Round 1.

You might have notice the crazy (^) carrots and numbers there... the carrot and number tells what color to make the text (check the color chart from Round 1) ^7 = White, ^1 = Red, etc... (no the ^7 does not appear on the screen they just tell the console that the text that follows it should be the specified color.

The next thing you will notice the $health and $location, these are 2 of a few variables we can use in binding / scripting (Check the extended variable chart in Round 1), these tell other people your health status and your location so they can come to help you.

Those of you with a brain may be wondering can I do something else when I call for help, like switch to my knife? Yes. Tinker with it a bit and I'm sure you will get the hang of it.

radio eTiQUeTTeYes, this is a shooting game and I'm guessing that 80%+ of players are male. No one wants to hear an endless stream of radio commands barked at them. Most players (my self included) use sound a lot in the game to help locate targets and live longer (hopefully). It is very difficult to do this if someone keeps shouting over and over again they need a medic (or some other equally anoying thing). Be courteous, and if they don't heal you, and it upsets you... go play on a server where they do. But blasting your teammates is about the worst way to get legitimate help. (I've been known to kill team mates begging for medics too much... and I'm not usually a tk kinda guy.)

Page 55: Urt_Ultimate_Script_Guide

fUnny ColorS (ie TaSTing The Color pUrple)I mentioned colors before (previous example), if you play and see text on the screen any color other than white, they used the color codes from round 1 to make. You simply add a carot (^) and the number corresponding to the color in front of the text. For example

^1Hello will display as: Hello

You can pick any of the colors on the table. (Pretty easy.) Before you beat your head against a wall, some servers disable the ability to do this, so if it doesn't work, try it on your local machine before you explode :)

SeTTing CUSTom VariableS

There are 5 different ways to set a variable, each one has their usage and place. You need to determine what you want and need for each case. Enjoy! (Yes I copied the code from round 1...)

set set a variable (set <variable name> <commands;separate by;semi;colon>)

seta sets the variable with the archive flag will save the last setting to q3config.cfg and reload that setting every time you run the game. Any changes to variables with an A for the class ID are automatically stored in q3config.cfg - LOKi

setenv sets environment variables

sets Sets the variable with the serverinfo flag, so it will be transmitted from a server to connecting clients - LOKi

setu sets the variable with the userinfo flag, so it will be transmitted from a client to a server while connecting - LOKi

Page 56: Urt_Ultimate_Script_Guide

roUnd 5 adVanCed SCripTing & ToggleSNow that you have mastered the simple binding, lets look at the more advanced stuff: Scripting and Toggles. Before you start to drule, too much, Scripting and toggles are very limited in what they can do for you. They cannot make you a better player, they cannot make your Negev fire faster and be more accurate. They can help you in common tasks, to get them done better and sometimes faster than using multiple key commands. (Depending on your abilities I suppose)

fUnCTionSLets start with “vstr” this is how you define a “function” for example:

vstr shoot_twice “+attack; - attack; +attack; -attack;”

This is a “function” (in a very loose sense) that when called will fire your weapon twice. (if flood protection is not turned on of course... ) then to call it you would use the following:

bind n “vstr shoot_twice”Then you every time you pressed the “n” key you would “attack” twice.

Toggle!Why would you want to do this... well you can make some interesting toggles this way for example, I wrote a toggle that makes it so I don't have to hold the crouch key down to stay crouched... it goes like this:

//========== Crouch Toggle ============= by Matthew Craig <taggedzi>set sit "+movedown;wait 15;ut_echo Crouch Stat: CROUCHED; set crouch vstr stand" set stand "-movedown;wait 15;ut_echo Crouch Stat: STANDING;set crouch vstr sit" set crouch "vstr sit" bind v “vstr crouch”

Let's break this down:

1. When I press “v” it calls “crouch”.

2. “crouch” then calls the function “sit”.

3. “sit” makes my player crouch down (+movedown), and reports on my screen that I'm crouched. Then it says that “crouch” is now equal to “stand”.

4. So the next time I press “v” it calls “crouch”,

5. “crouch” calls “stand”,

6. “stand” tells my character to stand up (-movedown) and reports to the screen that I'm now

Page 57: Urt_Ultimate_Script_Guide

standing, and sets “crouch” equal to “sit” again starting the process all over again.

It takes a minute to get the logic here for some people, but it works, and does well. This can be expanded to as many items as you want each one with multiple or single commands. Why would I set the value of the cvar if there is a toggle function available in UrT? Personal preference, you could toggle just as easy, I prefer to set the var so I can more easily echo what just happened. (it sucks when you press a random key on the keyboard while playing and have no idea why happened to your character.)

One Example of a longer script which might make more sense is a taunt script I wrote:

//========== Script =============== by Matthew Craig <taggedzi>set taunt_00 "say I taunt you once! ;set taunt vstr taunt_01" set taunt_01 "say Twice!; set taunt vstr taunt_02" set taunt_02 "say I taunt you again!; set taunt vstr taunt_03" set taunt_03 "say You cannot stop my taunt!;set taunt vstr taunt_04" set taunt_04 "say You silly English knights!; set taunt vstr taunt_05" set taunt_05 "say Now go away or I shall taunt you again!;set taunt vstr taunt_00" set taunt "vstr taunt_00"

With this script every time I call the “taunt” command it will call the next taunt and display it on the screen for all to see. When it gets to the end it starts over again. You can add more by following the sequence. One of they key points here... notice the last actual taunt sets “taunt” equal to “taunt_00”. This makes it start over again. Side note: You can use colors here, however... some servers disable this, so it they don't work it is probably a setting from the server you are playing on.

Here is a more complicated two way script. It allows you to turn the volume for the game up and down with keybinds.

//========== Volume Toggle ============= by Matthew Craig <taggedzi> set s_volumemute "s_volume 0.000; wait 15; ut_echo "audio volume: ^5[^9---------^5]";set set_volume_plus "vstr s_volumelowest"; set set_volume_minus “vstr s_volumemute”;"

set s_volumelowest "s_volume 0.100; wait 15; ut_echo "audio volume: ^5[^6|^9--------^5]";set set_volume_plus "vstr s_volumelow"; set set_volume_minus “vstr s_volumemute”;"

set s_volumelow "s_volume 0.350; wait 15; ut_echo "audio volume: ^5[^6|||^9------^5]";set set_volume_plus "vstr s_volumemed"; wait 15; set set_volume_minus “vstr s_volumelowest”;"

set s_volumemed "s_volume 0.620; wait 15; ut_echo "audio volume: ^5[^6||||||^9---^5]";set set_volume_plus "vstr s_volumehigh"; set set_volume_minus “vstr s_volumelow”;"

set s_volumehigh "s_volume 1.000; wait 15; ut_echo "audio volume: ^5[^6|||||||||^5]";set set_volume_plus "vstr s_volumehigh"; set set_volume_minus “vstr s_volumemed”;"

Page 58: Urt_Ultimate_Script_Guide

set set_volume_plus "vstr s_volumemute"; set set_volume_minus "vstr s_volumemute";

bind KP_MINUS "vstr set_volume_minus" bind KP_PLUS "vstr set_volume_plus"

You will notice there are to vstr statements per entry. One for each bind I want set for my volume. You may also notice that my bind is to KP_MINUS (this is the plus key on the number pad), and the KP_MINUS (the minus sign on the number pad). For a complete list of keys “codes” please look in round 1.

You can make more or less complicated scripts depending on your needs or preferences. I have seen scripts that make the pistols automatic weapons (fire the gun faster than you can click).

animaTionS and TimingOk, so now you have the idea to get things done better and faster. Your character can only do one thing at a time, that time is very fast...but you must finish one thing before you do another. For example, I tried to write a script that zoomed in with the sniper scope, and when I clicked the attack button switched weapons to a pistol and shot... while yes you can do this... you have to wait for the animation to end for the switching weapons before you can fire. So if you did the following, it would not work:

bind x “+ut_weaponnext; +attack; -attack;”

The reason is the console runs through the commands too fast for your character animations. The console issues the attack command before you are holding the new weapon. So you need to add “wait” commands to properly time your commands. Remember it takes real time for you character to do something, make sure you give it to them because the console won't. This might work better:

bind x “+ut_weaponnext; wait 450; +attack; -attack;”

really adVanCed STUffAfter my first revision of this a player contacted me asking for a special script, allowing him to zoom in twice, pause for just a fraction of a second, then automatically fire the weapon, and unscope. I created just such a script, but discovered that the fire was “random” it never lined up with the scopes cross hairs. (behaving the same as a no-scope shot with a sniper riffle) I believe (I cannot prove this), that the game designers wanted to prevent this kind of scripting, because after 5 attempts I could not get it to am properly. Then I discovered the trick, it requires 2 key bindings. You cannot have a zoomin and a attack executed within a single bind execution. (I have just given you the key to solve this... as I did... but I won't tell this one out right.

Update, You can change bindings on the fly for example:

Page 59: Urt_Ultimate_Script_Guide

//========== Zoom_Drop Toggle ============= by Matthew Craig <taggedzi> set mouse2_zoom_in "bind MOUSE2 ut_zoomin; wait 15; ut_echo MOUSE2 Status: ^6Zoom IN; set mouse2 vstr mouse2_zoom_drop" set mouse2_zoom_drop "bind MOUSE2 ut_weapdrop; wait 15; ut_echo MOUSE2 Status: ^6Drop Weapon;set mouse2 mouse2_zoom_in" set mouse2 "vstr mouse2_zoom_in" //set defaultbind KP_ENTER “vster mouse2”

Ok... seems a bit odd at first but here is how it works. I found this really useful in panic situations.

Normally MOUSE2 is zoomin for weapons with scope. I hardly ever use weapons with scopes unless I'm board. So, I made a script to be able to use MOUSE2 as drop current weapon, or zoom depending on my preference. So when I have a weapon with zoom I still can, but If not I can drop my weapon quickly and move to the next one... (handy when you run out of ammo and need to switch fast...)

So: KP_ENTER toggles what MOUSE2 does. Try it and see.

roUnd 6: boTS(most of this section was taken from the Urban Terror Forums from a user named “Colonel Blimp”)

TUrning Them onTo enable bots (not aim bots, bots to fight against) You must be running your own server. First you must turn on the bots feature with this command

/bot_enable 1

Then you must restart the server (if it is running) with this command

/reload

addingAfter you have enabled the bots then you can add them with the add bot command here is the syntax.

/addbot <type> <level> <team> <ping> <nick_name>

The <type> is from the bot list at the beginning of this text. Level indicates the skill level of the bot from 1-5. 1 is the easiest, 5 is the hardest.

Page 60: Urt_Ultimate_Script_Guide

SUbTraCTingTo remove bots you can simply kick them by name with the kick command:

/kick nick_nameor

/kick allbots

Page 61: Urt_Ultimate_Script_Guide

roUnd 7: bigger faSTer... Well beTTer!

Okay, one of the reasons I started to learn about config files and scripting is because on my machine with stock settings I was getting 20 fps. (Frames per second) I didn't think I should be because I have a Pentium 4 (dual core) 3.0 Ghz, and 2.5 GB of DDR RAM, with a nice video card (256 MB AGP 8x). I found on Linux it does not seem very optimized yet (Yes I have my proprietary video drivers installed and configured...)

I did a lot of research, and found Urban Terror uses the ioquake engine for rendering, and configuring this gives the best performance enhancements. There are tons of sites that explain how to get more performance, I found most of them are garbage. After running quite a few scripts I found on line, saw very little difference in my FPS, that what I could guess on my own.

I'll state the obvious, the lower the graphics quality and the less special effects enabled the higher your FPS. After about a month of tweaking I now average 100 fps on a busy game. On smaller empty maps I hit my limit of 125 fps.

I will not (at this point) re-write the good research I found. The best information for performance tweaking I found was at http://q3console.planetquake.gamespy.com/tweaking.htm

This was immensely helpful in getting my FPS higher. I would like to thank Vern Anderson a.k.a. Commander Keen. Please visit there to get factual information about config settings for optimization.

Page 62: Urt_Ultimate_Script_Guide

SCripTS & exampleS:This section has been removed it is getting way to long. Please check my site http://urt.taggedzi.com/ for examples of scripts. (Sorry for the inconvenience, but I figure this section will eventually get huge.)

roUnd 8: in CloSingOnly shoot people in video games... Don't bring this in to reality. oh... and remember it is just a game :P

Happy hunting.

CorreCTionS:This is a list of corrections and credit for the person(s) who notified me.

(8/16/09) Removed +zoom/-zoom as they are replaced with ut_zoomin, and ut_zoomreset by UrT.

(8/18/09) Corrected Spelling of $location extended variable (thanks Hoody 3)

(8/18/09) Added ut_zoomout function

(8/18/09) Added more details for ut_itemdrop command [pg 27] (thanks Jongo)

(8/18/09) Corrected typo detailing wrong description of command displayed [pg 52] (thanks Jongo)

(8/18/09) Corrected various typos and other things I noticed while reading

(8/18/09) Added Windows file path [pg 6] and Video Mode -1 [pg 8] (thanks Yas)

(8/19/09) Added 0x00, MWHEELUP, MWHEELDOWN, ENTER, BACKSPACE, `, ESCAPE, PAUSE [pg 14] (Thanks ObScUrE)

(8/19/09) Corrected descriptions for cg_scopering, cg_zoomWrap, cg_autoradio, s_doppler, r_loadbias, r_picmip [various pages] (Thanks ObScUrE)

(8/19/09) Added Night Vision Goggle color chart to color secion [pg 7] (Thanks ObScUrE)

(8/19/09) Removed cg_sfxParticleSmoke (not actual cvar in Urt), Removed cg_trueLightning (not actual cvar in Urt) (Thanks ObScUrE)

(8/19/09) Added better raceblue, racered, in_mouse, nvg colors descriptions [various] (Thanks ObScUrE)

(08/19/09) Added LOL radio command, and tell_target command. (Thanks ObScUrE)

(08/19/09) Added messagemode4 (Thanks ObScUrE)

(08/22/09) Removed Sample Scripts, moved them to website only ... sorry but they were getting too long. (matt)

(09/01/09) Added more information on bots (Thanks Urban Terror Forums user: Colonel Blimp)