ABOUT URBAN TERROR

What is Urban Terror?

Urban Terror started as a realism based "total conversion" mod for Quake III Arena. Nowadays, Urban Terror is played using the free, stand-alone, ioquake3 engine modified, which doesn't require Quake III Arena, in addition to being an add-on to id Software's Quake III Arena.

How much does Urban Terror cost?

Urban Terror is 100% free. It is a condition of the End User Licensing Agreement [EULA] when creating a mod that it not to be released for commercial retail. That means the team who created Urban Terror [Frozen Sand] is doing it for free. If you purchased Urban Terror, then some unscrupulous individual may have ripped you off. You should immediately report them to id Software or Frozen Sand.

Who is FrozenSand, LLC?

FrozenSand, LLC is the business name of the development team that is creating Urban Terror. FrozenSand's only current project is Urban Terror, but in the future it's possible that we may add more projects. Check out the www.frozensand.com for details about the development team.

Do I need Quake III Arena to play?

No. Thanks to the ioQuake3 project, which aims to create an open source Quake III distribution designed to help people create their games and projects for free, UrbanTerror does not require Quake III Arena to be played.

What is ioUrbanTerror?

ioUrbanTerror is the free, stand-alone, ioquake3 engine modified to run Urban Terror. This is not a FrozenSand product and is not part of Urban Terror. ioUrbanTerror can be used instead of Quake 3 Arena to run Urban Terror 4.x on.

What sort of system specs do I need to play?

Depends on what you base system specs are. we used to say, if you can run Quake III Arena then you should be able to play Urban Terror. Since Quake III Arena is now an older game many of today's game machines should be able to run Urban Terror. If you are unsure, download the game and give it a shot. FrozenSand recommends the following as minimum specs:

  • CPU: Pentium 4 1.2GHz or higher.
  • RAM: 256MBs (512MBs highly recommended).
  • VID: NVidia or ATI card with 128MB RAM (256MB or more highly recommended).
  • HDD: 50GB, but the more the better for additional levels.

Where do I find more information?

The official web site for Urban Terror is located at www.urbanterror.netand the FrozenSand, LLC web site is located at www.frozensand.com. Both sites will provide you with the most up to date information relating to the development of Urban Terror. We also recommend you visit the official Urban Terror Forums that are a gold mine for tips and support from the community.

The Urban Terror Community also has some excellent support/information sites. Here is a short list of some of the sites you can visit that supports Urban Terror:

Where can I download Urban Terror files?

Visit the DOWNLOADS section on the website or from the forums and you will see a list of mirrors that will provide you the necessary files to play Urban Terror.

QUICK START GUIDE

Get me started now!

We know that reading manuals is not what you want to do. In order to play now, download the game and run the installer. There are no differences between the .zip and the .exe downloads.

Installation/Setup/Controls

When you start Urban Terror input the alias you will play under, click CONTINUE. At the main menu click PLAY ONLINE, this will bring up the server browser. Click GET NEW LIST and then select a server to play on.

All you keys are going to be set to the default condition. You will need to refer to the Key/Command Chart or access the CONTROLS from the in game interface.

INSTALLATION

Which version should I download?

You will need to download the UrbanTerror_41_FULL.exe file regardless of whether you want Quake 3 Urban Terror or ioUrbanTerror. However you will have to consider which version you want to play if you do not want to install both. Only few Quake 3 Urban Terror are left, and most of them are only used for league matches in competitions that still uses Q3 UrT. However there is a high number of players and servers on ioUrbanTerror. Therefore we recommend you install ioUrbanTerror as your main game, and Quake 3 Urban Terror later on when and if the need arise.

Installing ioUrbanTerror

After you download the UrbanTerror_41_FULL.exe file, double click the file to start the installation process. Click next and read the License Agreement, if you accept the agreement, select the "I accept the agreement" option and click next. The next screen will give you some important information about the game, we advise you read it before clicking on next. You will then be on the "Select Destination Location" screen where you will select the folder in which to install Urban Terror. Once you have selected the location, click next. Here you will select in which folder of the Star Menu you wish to install the program's shortcuts. Click next, select the option you want in the next option screen and click next again followed by install if you are happy with the options you selected.

You will now be able to launch Urban Terror through the shortcuts in your start menu and on your desktop if you chose to have them. After launching Urban Terror, you will be prompted to enter your nickname. After doing so we strongly recommend you click the tutorial button. This will launch a short video which will teach you the basics of UrbanTerror. Once in the menu we recommend you take a few minutes to configure your game.

At the very least, you should configure a minimum number of keys in order to play Urban Terror. Click on SETUP, then Click on CONTROLS and bind the unique keys, such as zoom, previous and next weapon, reload, bandage and use/open door. This will allow you to get going quickly without having to go through all your keys. You can bind the other keys in game as you need them.

For more information on controls, we recommend you check Section 4 - Controls of the manual. This section goes into more details on each key, along with radio commands, string variables binds and scripts in order to make things simpler when playing. We recommend you also take a look at the rest of the manual for more information on the various customization settings offered in the game.

Installing Quake 3 Urban Terror

Check your version of Quake III Arena.

When you purchase Quake III from a retail store and install it, the version you install will most likely be 1.11. To confirm your version number, start Quake III, when the main menu comes up; press the tilde key [~] to drop into the console. In the bottom right hand corner of the console, you will see the version number. In order to play Urban Terror, you must be running the 1.32 Point Release from id Software. The 1.32 point release is available at QuakeUnity (Thanks Roger!).

Install Quake III Urban Terror

If you want to play Urban Terror through Quake 3, install the game IN YOUR Quake 3 Arena folder (for example with a default Quake 3 Arena install, choose C:\Program Files\Quake III Arena as your install folder (not C:\Program Files\Quake III Arena\UrbanTerror)).

In order to launch Quake 3 Urban Terror you will need to create an Urban Terror shortcut. To do this, right click on quake3.exe and select "create shortcut". Right click on the shortcut you just created and go to properties. Inside this screen, add +set fs_game UrbanTerror at the end of the Target line [example: "C:\Program Files\Quake III Arena\quake3.exe" +set fs_game UrbanTerror]. Once this is done click apply.

The previous example is for a default install of Urban Terror and Quake 3 Arena; your installation might not be in the same directory as the example. This shortcut will allow you to load right into Urban Terror without having to start Quake 3.

Install/Update Punkbuster

Point Release Error Messages

There are also compatibility error messages if you are not running the same version of the point release as the server.:

  • 'PROTOCOL 45' [Server running 1.17]
  • 'PROTOCOL 48' [Server running 1.27]
  • 'PROTOCOL 66' [Server running 1.29 or 1.30]
  • 'PROTOCOL 67' [Server running 1.31]
  • 'PROTOCOL 68' [Server running 1.32]

Can I install both versions at the same time?

Yes you can, in order to do this and to minimize the space needed to do so, we advise you install your game by following the steps given in "Install Quake III Urban Terror". Once this is done, you will have both the Quake III Urban Terror shortcut and the ioUrbanTerror executable in the same folder and will be able to launch ioUrT or Q3UrT by using them.

CONTROLS

Binding Keys

Urban Terror has default keys assigned when you install the game. These keys can be reassigned from the user interface by clicking on SETUP -> CONTROLS or by modifying your config file.Alternatively, if you are in game and wish to change controls, simply hit the ESCAPE key and click the CONTROLS option that appears.

Another method, for advanced users, is to pull down the Quake III console (usually with the tilde key), and type in the command at the console prompt. For example, type /bind x ut_radio 1 1 (x being any key you choose and with spaces between the 1 and the 1.

Key/Command Chart

Controls -> Look Default Definition Command
Look Up PGDN Looks up +lookup
Look Down DEL Looks down +lookdown
Mouse Look \ Activates ability to look 360 degrees with mouse. +mlook
Center View END Centers your view. centerview
Zoom Weapon In MOUSE2 Zooms in your scoped weapon. ut_zoomin
Zoom Weapon Out Zooms out your scoped weapon. ut_zoomout
Zoom Reset X Resets your weapon zoom ut_zoomreset
Free Look ON Setting that enables/disables ability to look in 360 degrees with mouse. cl_freelook (0/1)

Controls -> Move Default Definition Command
Always Run ON Forces player to always run. cl_run (0/1)
Run/Walk SHIFT Toggles between run/walk when depressed. +speed
Walk Forward W Primary forward movement key. +forward
Backpedal S Primary backpedal movement key. +back
Strafe Left A Primary left movement key. +left
Strafe Right D Primary right movement key. +right
Up/Jump SPACE Primary jumping/move up key. +moveup
Down/Crouch SHIFT Primary crouch/move down key. +movedown
Turn Left (optional) LEFTARROW Turns player to left. +left
Turn Right (optional) RIGHTARROW Turns player to right. +right
Sidestep/Turn Turns player to the side
Sprint M Makes player sprint (faster then running). +button8
Sprint (alternate) Alternate method of sprinting (only works when you have strafe left bound and strafe right each bound to a single key only) Hold left and right strafe keys, while pressing move forward.

Controls -> Shoot Default Definition Command
Attack Primary attack key +attack
Reload Reloads current weapon. +button5
Weapon Mode Changes current firing mode +button3
Previous Weapon MWHEELDOWN Cycles to previous weapon. weapprev
Next Weapon MWHEELUP Cycles to next weapon. weapnext
Drop Weapon Drops current weapon. ut_weapdrop

Controls -> Misc Default Definition Command
Show Scores TAB Displays the current scoreboard +scores
Bandage Q Bandages your wounds +button6
(def)use / Open Door CTRL Uses / opens objects in the real world, such as doors or waypoint computers / defuse bomb in bomb mode +button7
Team Select Menu Opens the team selection interface ui_selectteam
Gear Select Menu Opens the weapon/item selection interface ui_selectgear
Next Item ] Cycles to the next item in your inventory ut_itemnext
Previous Item [ Cycles to the previous item in your inventory. ut_itemprev
Drop Item = Drops current item ut_itemdrop
Use Item P Activates current item (turns on or off, example: laser sight) ut_itemuse
Sensitivity N/A Move the slider to the right to increase mouse sensitivity, to the left to decrease it. sensitivity (1-30)
Invert Mouse Y Axis Off by default Inverts the vertical axis if your mouse (up becomes down, down becomes up) ui_mousepitch (0/1)
Smooth Mouse Off by default Smooths mouse by averaging mouse input over a distance. m_filter(0/1)

Controls -> Chat Menu Default Definition Command
Chat T Enables you to chat with people on the server messagemode
Team Chat Y Sends your chat messages to only those on your team messagemode2
Target Chat Sends your chat messages to person under crosshairs messagemode3
Radio Menu U Opens the radio message interface ut_radio

Client CVARs

Urban Terror also implements new client variables, known as CVARs. These are variables, that users can change from their default setting. The CVARs listed in our manual are the ones that are Urban Terror specific or related.

Client CVARs can be changed, but they only affect what happens on your computer - you cannot affect what other people see or hear by changing client CVARs. To change a CVARr, go to the console (press the ~ key) and type a slash (/) followed by the name of the CVAR, followed by the value you want to set it to. For example: /cg_fov 90. This CVAR would set the cg_fov CVAR to "90". You can enter the name of the CVAR without a value to see what it is presently set to.

UT Specific CVARs

CVAR Default Definition
cg_autoradio 0 Toggles a 'Fire in the hole' message that is played globally. If set to '1' the message will be heard.
cg_autorecordmatch 1 Set to 1 to enable auto demo recording on match start.
cg_autoscreenshot 1 Takes screen shots on public servers and during match mode. If set to 2 will only take screen shots in match mode.
cg_chatHeight 4 Number of lines of chat text that you see. Longer lines means you'll be able to follow a conversation longer, but it will clutter up your screen more. Less lines makes it harder to read discussions when it's busy. Most people drop to the console (press ~ key) if a big conversation is happening.
cg_chatTime 4000 Number of milliseconds that a chat messages stays on the screen before it goes.
cg_crosshairfriendRGB 1 0 0 1 Color of your crosshair when it is placed over a teammate.
cg_crosshairnamessize 0.3 Changes name size when crosshair is over player.
cg_crosshairnamestype 3 Switches between different crosshair name types, valid range 0 to 3.
cg_drawHands 1 If set to 1, you'll see hands holding the weapon in first person (normal) view. If set to 0, the hands won't be shown. Turning off hands can produce a small performance boost.
cg_drawteamoverlayscores 1 Valid range, 0-3. 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_drawteamscores 1 Turns off the scores from the above options.
cg_gunsize 1 If set to 1, makes the size of the in-view weapon smaller for people who prefer it that way.
cg_hitsound 0 Audible sound (plink) when you hit your enemy.
cg_hudweaponinfo 2 Configures the visual display of your weapon information; weapon name, number of rounds/clips, weapon mode. Valid range: 0-2.
cg_mapalpha 0.6 Changes the transparency of the mini-map on the screen.
cg_maparrowscale 1.0 Changes the size of your player arrow on the mini-map.
cg_mappos 0 If set to 0, the mini-map is not represented. The mini-map can be moved counter-clockwise around the HUD using 1-9 for the different positions.
cg_mapsize 128 Changes the size of the mini-map on the screen.
cg_maptoggle 1 Toggles the mini-map on and off.
cg_marktotaltime 5000 Number of milliseconds that a mark, like a bullet hole will stay on a surface before it disappears. The more marks you have the slower the game gets, so setting this value high is only useful if you have a fair bit of grunt on your system. Recommended to leave at 10000.
cg_maxFragments 32 Determines the maximum number of fragments a breakable object will break into. The map sets this value for each breakable object, so if you have maxFragments set at 32 and the map only asked for 16, then you'll still only see 16.
cg_msgHeight 4 Set number of lines or strings of text that remain on screen.
cg_msgTime 4000 Number of milliseconds messages from teammates are displayed on the screen.
cg_nvg 0 Changes color while using Tactical goggles (NVGs) are enabled. Valid range, 0-8.
cg_optimize 1 Set to 1 to enable optimized client code, will increase FPS on low end CPUs.
cg_physics 1 Set to 1 to enable frame rate independent physcis; jump same distances regardless of your fps.
cg_rgb 255 0 0 Sets your armband/minimap/scoreboard color, if server allows it.
cg_scopefriendrgb 0 0 0 0.8 Default color of the scope when your crosshair is over a teammate.
cg_scopeg36 0 Configures the scope type for tehh G36, valid range 0 to 3.
cg_scopePSG 0 Configures the scope type for the PSG-1, valid range 0 to 3.
cg_scopeRGB 0.9 0 0 0.65 Controls the color of the inner crosshairs of scoped weapons, defaulted to black.
cg_scopering 2 Shows a ring on the crosshair scope reflecting MP. Enabled by default.
cg_scopesr8 0 Configures the scope type for the SR8, valid range 0 to 3.
cg_sfxbrasstime 5000 Number if milliseconds that brass (ejected shells) stay lying around on the ground. A lot of shells can cause a performance hit. If you have a beefy system then you can extend this time so ejected shells remain on the ground much longer.
cg_sfxBreathing 1 If set to 1, allows you to hear heavy breathing when a player is exhausted. Set this to 0 if you find the sound distracting. Note that others will still hear you breathing if you turn it off.
cg_sfxParticles 1 If set to 0, will turn off all particle effects except hit effects. This can be used to reduce the frame rate impact caused by particle effects, which can potentially become large if there is a lot of action going on.
cg_sfxShowDamage 1 If set to any number other than 0, will use damage skins on models when a player gets hit. Setting this to zero will save a small amount of memory. By default damage skins are on.
cg_sfxSurfaceImpacts 1 If set to one, shows bullet impact effects on hitting surfaces. There may be a small performance boost to be gained from turning this off, but it needs to be balanced against the difficulty of seeing where shots are hitting.
cg_sfxTeamBands 1 If set to 0, removes the arm bands and leg bands from players in team games. Note, this will only affect what you see; others will still see you wearing arm bands and leg bands. This is included so people who don't like the arm bands and leg bands don't have to see them.
cg_sfxVisibleItems 1 IF set to 1, it enables visible items/weapons on players. Setting this to 0 will increase FPS but remove visible Kevlar, guns on players backs, etc.
cg_showbullethits 2 If set to 1, prints messages about where you were hit and where you hit others. Some people find these messages distracting, and prefer them to be turned off. Set cg_showBulletHits to 0 to turn them off.
cg_SpectatorShoutcaster 1 If set to 1 will display player name, weapon and health in team color above the player model in spectator mode only.
cg_speedo 0 If set to 1 will reflect the speed of your player (XY & XYZ) in the game when your player is moving.
cg_standardChat 0 Urban Terror separates chat messages from other messages in the main view. If you prefer not to have them separated (ie: the normal Quake 3 way) then set this to 1.

Crosshair Colors

Using the cg_crosshairRGB (Color of your crosshair) and cg_crosshairFriendRGB (color of your crosshair when placed over a teammate) CVARs allow you to change the color of your crosshair more accurately than through the menu. However we recommend you only do this if you are experienced with the usage of CVARs.

Crosshair Color Chart

1 .5 .5 1 1 1 .5 1 .5 1 .5 1 0 1 .5 1 .5 1 1 1 0 .5 1 1 1 .5 .75 1 1 .5 1 1
1 0 0 1 1 1 0 1 .5 1 0 1 0 1 .25 1 0 1 1 1 0 .5 .75 1 .5 .5 .75 1 1 0 1 1
.5 .25 .25 1 1 .5 .25 1 0 1 0 1 0 .5 .5 1 0 .25 .5 1 .5 .5 1 1 .5 0 .25 1 1 0 .5 1
.5 0 0 1 1 .5 0 1 0 .5 0 1 0 .5 .25 1 0 0 1 1 0 0 .63 1 .5 0 .5 1 .5 0 1 1
.25 0 0 1 .5 .25 0 1 0 .25 0 1 0 .25 .25 1 0 0 .5 1 0 0 .25 1 .25 0 .25 1 .25 0 .5 1
0 0 0 1 .5 .5 0 1 .5 .5 .25 1 0 1 .5 1 .5 .5 .5 1 .25 .5 .5 1 .75 .75 .75 1 .25 0 .25 1

Changing Crosshair Color

Here are a few samples of what is possible. Order of values: "Red Green Blue Alpha"

Red - Value of Red (Range: 0-1)
Green - Value of Green (Range: 0-1)
Blue - Value of Blue (Range: 0-1)
Alpha - Value of Alpha (Range: 0-1) [1 is opaque, 0 is transparent]

Example: Typing cg_crosshairRGB “1 0 0 1” (Red 1, Green 0, Blue 0, Alpha 1) (do not forget the quotes before and after the values) in the console will change the color of the crosshair to red.

Typing cg_crosshairFriendRGB “0 1 0 1” (Red 0, Green 1, Blue 0, Alpha 1) will change the color of the crosshair when placed over a teammate to green. You cannot set the crosshairs in order to identify enemies, only teammates.

To find the crosshair color that’s right for you grab any graphic's application that uses a standard RGB pallet, and find something that you like in its color picker, which should list values like so roughly:

Red: 34
Green: 128
Blue: 243

Now take and divide those values by 255.

34 / 255 = 0.13+
128 / 255 = 0.5+
243 / 255 = 0.95+

Since the crosshair color CVARs values are in the Red,Green,Blue,Alpha order we would then use the above values as such:

/cg_crosshairRGB "0.13,0.5,0.95,1"

Or if you want it slightly transparent:

/cg_crosshairRGB "0.13,0.5,0.95,0.6"

Locked/Limited CVARs

Over the years some Quake III Arena variables have been limited or locked, resulting in gamers not being able to modify these on their end. Many claim "an increase in FPS" but most of these variables were limited or locked in order to deter hacking and cheating. Some of those CVARs that are modified include:

  • cg_bobup: Locked.
  • cg_fov: 90-110.
  • cg_pitchup: Locked.
  • cg_sfxMuzzleFlash: Locked.
  • Snaps: Locked.
  • cl_maxpackets: Range 20-42.
  • r_fastsky: Locked.
  • r_lightmap: Locked.
  • r_MapOverBrightBits: Locked.
  • r_Overbrightbits: Locked.
  • r_picmip: Range 0-2.

Configuration Files

What are configuration (.cfg) files?

Configuration or config files are text files with the file extension of ".cfg" rather than the standard ".txt". These are used to store binds, cvar values, and cvar stings (scripts) that allow you to move about and interact with the game world that is Urban Terror.

Most experienced gamers will create their own personal configuration files, with or without scripts included so the game is tweaked in order to be able to improve their game experience. Many things can be done with configuration files, from tweaking network settings so that the connection to the server is always smooth as silk to pull a few more FPS out of their system, or just to have all the keys where they want them.

There are two important config files. The q3config.cfg is the only config file everyone has in its Urban Terror folder. The q3config.cfg files contain all the settings and variables for UrbanTerror. Any changes you make in SETUP -> CONTROLS will be reflected in this file for example. It is not recommended to edit this file manually, but you can safely look at it using a text file viewer which supports Unicode Text Files (i.e WordPad) and it should not be write protected.

The autoexec.cfg is where all customization should be done. This overwrites all values and binds set by the prior config file, and allows for the execution of many more sub config files should the need arise, this can also be used to store scripts. If you need to customize your configuration, we recommend you edit this file.

How do I modify the autoexec.cfg?

To modify your autoexec.cfg file, open the .cfg file with Wordpad or any other text editor and modify as necessary. Once you have finished save the file to your q3ut4 folder. We recommend using QBind, an advanced script editor for Quake Engine games that allows scripts to be edited in a familiar and intuitive manner or one of the other scripting/config programs listed below.

How do I execute a .cfg file?

To execute a config file, simply bring down the console using the the tilde key [~]. Once the console appeared, type a slash (/) followed by exec and then the name of the .cfg file you wish to execute. Example: /exec myconfig.cfg.

Why is my config not working?

Normally the autoexec.cfg will execute without a hitch, but there are times when it can fail. Normally this is because of heavy fragmentation of the hard drive, so first try defragging your drive.

If the autoexec.cfg file still doesn't work, right click on io UrbanTerror shortcut and select "Properties" from the menu. Select the "Shortcut" tab. In the "Target:" field the command line should contain:

"C:\Program Files\UrbanTerror\ioUrbanTerror.exe"

Now add the following to that line:

+exec autoexec.cfg

Your command line should now read:

"C:\Program Files\UrbanTerror\ioUrbanTerror.exe" +exec autoexec.cfg

Should it still not execute correctly, launch the game and bring down the console by pressing the tilde [~] key. Once the console appeared enter the following command:

/bind X "exec autoexec.cfg"

Where "X" is a key of your choice. We also recommend you place the same command in your autoexec.cfg. Whenever you launch the game, you will then have to press X in order to execute your autoexec file.

You can also enter the following into the console should the bind not work:

/exec autoexec.cfg

However both of the above methods will require you to either press the X key or type the command every time you launch the game.

Config File Generators

If editing and updating your own configs feels like a daunting task and you are not sure of CVARs and how they should be set, you might try using a config generator.

Two such generators are listed below:

SCRIPTING

What is a script?

A script is a group of commands that allow you to achieve a task. Scripts can be used for:

  1. Improve control flexibility (e.g., multiple weapon binds)
  2. Execute multiple functions with one keystroke (e.g., demo recording)
  3. Facilitate config customization for multiple mods (e.g., Urban Terror)

After reading through this basic explanation of script writing you should be comfortable with writing your own basic scripts. Visit The Bind:Arena to see some examples of some really cool scripts and Commander Keen's Quake 3 Arena Console Page for all the different console commands and variables you might need while writing your scripts and Upset Chaps Quake3 & Team Arena Guide for additional information.

Script Organization

Scripts have to be saved in a separate .cfg file from your q3config.cfg. The reason is that Quake III overwrites the q3config file every time you start a game or change settings and therefore will delete your scripts and comments.

I put all of my scripts into an autoexec.cfg. If you don't know how to put one together, visit the Tweaking Your Controls:Making an Autoexec section for a quick lesson. (ADD THIS LINK & SECTION)

As you write scripts, use //comments to help annotate what your script does. It will help better organize scripts in your configuration and if you want to give your scripts to other people, it makes it pretty clear what it does. Quake III will not execute anything that follows a pair of double-backslashes (//).

Example of (//) double-backslahses:

//Function Keys
bind F1 "ui_selectteam" //Displays Team Select Interface
bind F2 "ui_selectgear" //Displays Weapon & Gear Interface
bind F3 "ui_radio" //Displays radio menu
bind F3 "toggle cg_drawFPS" //Displays Frames per Second
bind F4 "toggle cg_drawTimer" //Displays timer
bind F5 "toggle cg_thirdperson" //Shows model in third person view
bind F6 "toggle cg_drawhands" //Shows hands & weapon
bind F11 "screenshot" //Takes screenshot

You can also use the Echo command (more on this later) to give yourself in-game messages when a script has been activated. We'll discuss this later, but you can go to some of the examples section and look at the zoom toggle and the demo recording script to see what in-game messages I give myself when the script is activated.

Basic Binds

Binding a key to perform a single action is the easiest place to start. We'll start by binding the 'X' key to select the SPAS12 (weapon 4). The syntax is:

bind [key] "[command]"

Since we want to bind 'X' to the SPAS12, we will substitute 'X' for [key] and 'weapon 7' for [command]. This will give us:

bind x "weapon 7" //Select SPAS12

That was simple enough, let's move on.

Multiple Binds

We can also bind a key to execute multiple commands. Remember that Quake III executes commands in the order you've specified so we have to be careful. For example, we are going to bind a key to select the best choice between the SPAS12 (weapon 4) and the G36 (weapon 9). The syntax is:

bind [key] "[command 1]; [command 2]" //Comments go here

You have to separate the commands with a semicolon (;) so that Quake recognizes where each command starts and stops. We're going to use the 'X' key again for [key], weapon 4 for [command 1], and weapon 9 for [command 2]. This should give us:

bind X "weapon 4; weapon 9" //Select best weapon Spas12 and G36

When you hit 'X', the bind selects the first weapon (e.g., weapon 4) then immediately selects the second weapon (e.g., weapon 9). In effect, if you have both weapons in your inventory, it selects the last one in the sequence.

If you only have one of the weapons, it will only find and therefore activate that weapon. This is why we want to make sure we write weapon 4 first since given the choice between the two, we always want to end up with the G36.

You can string a whole bunch of commands together to be executed all at once. This bind for example, will take a remove all the clutter from your screen (e.g., icons, guns, etc), take a screenshot, and then return your HUD to the way it was. bind F11 "cg_draw2d 0;cg_drawhands 0; wait; wait; wait; screenshot; toggle cg_draw2d; toggle cg_drawhands" (TRY THIS BIND SEE IF IT WORKS)

Recursive Scripts

Instead of only selecting the best weapon, what if we want to toggle back and forth between two weapons like the UMP45 and the GM4 or make it possible to zoom to 3x or 6x magnification? This requires a script, which we will call the recursive script. By recursive, it means that you can cycle through the script an infinite number of times. The intent is to execute one string of commands when you hit the bound key, then re-bind the key to execute new string of commands the next time you use the key. The process is:

Name your script and add a short description of what it does:Add your name and description after a comment (// - double-backslash) so that Quake III doesn't try to recognize it as a command. Assigning a good descriptive name will help you find your script later, and if you decide to share it with others, helps them understand what they're getting (e.g. // 3x - 6x zoom toggle).

Write commands for each 'step' in the script:

set [scriptline(n)] "[command]; set [nextscriptline] vstr [scriptline(n+1)]; echo [comment]" 

The 'set' command tells Quake that you are defining a line of commands that will be grouped and executed under the name [scriptline].

  • [scriptline(n)] - is the name of one iteration or step in your script. If you have a large number of steps, start numbering with 1. If you have 4 steps, then the highest number should be 4. For scripts with a small number of steps, you can use simple names, just make sure that you don't use the same name twice.
  • [command] - is the command or set of commands you want to execute with the script. Multiple commands should be separated by a semicolon (;) like we learned in the Multiple Binds section.
  • set [nextscriptline] - this tells the script to assign [nextscriptline] to execute the string of commands defined in [scriptline(n+1)].
  • vstr [scriptline(n+1)] - is the name of the next alias in the sequence to be activated. Look at the weapon scripts. In the first iteration, I want to choose the G36 over the SPAS12, but in the second, I want to reverse the sequence. In your last iteration, make n=1 to start all over from the beginning.This will let your key cycle through all of the combinations you've written, then start all over from the beginning. You don't have to use a numerical sequence, but it might make it easier to keep track of. In any case, pick whatever you're comfortable with.
  • echo [comment] - Any text that follows the echo command will be shown to you as an in-game message. I find this useful for reminding me what my script just did.

Here's an example for a 3x - 6x zoom toggle:

set zoomtoggle1 "cg_zoomfov 15; sensitivity 25; set nextzoomtoggle vstr zoomtoggle2; echo 6x magnification"
set zoomtoggle2 "cg_zoomfov 30; sensitivity 17; set nextzoomtoggle vstr zoomtoggle1; echo 3x magnification"

Assign dynamic variable to first 'step' in sequence: After you have finished writing the basic set of commands, use set [nextscriptline] vstr [scriptline(n+1)]

This tells the computer that [nextscriptline] should start by executing [scriptline(n+1)]. Notice however, that every time you execute your script, the value attached to [nextscriptline] changes. Here's an example for a 3x - 6x zoom toggle: set nextzoomtoggle "vstr zoomtoggle1"

Bind key to execute dynamic variable: The last step is to bind a key to execute your new script. We learned the syntax in the first step, Simple Binds. The final line in the zoom toggle looks like: Here's an example for a 3x - 6x zoom toggle:

bind b "vstr nextzoomtoggle"

All this does is bind the key to execute the string of commands associated with [nextscriptline]. Here's what it looks like when it's all put together:

Image:scripting.jpg

Try this out and play around a little. You'll be writing your own scripts in no time.

Toggles

Any command that can be set to either "on" or "off", can be set up on a toggle. For example, you can set Always Run to either on (1) or off (0), therefore I can create a toggle that lets me switch between always on or always off. This has a couple of advantages:

  1. In the case of the +speed (run) command, I don't have to hold down my SHIFT key to run or walk. If I want to sneak up on someone, I can hit the toggle to walk, and then hit it again when I want to resume running.
  2. This set up conserves keys. Instead of one button set to enable always run and another to disable it, I can consolidate everything to one key.

The syntax is:

bind [key] "toggle [command]"

Here are a couple of examples:

bind SHIFT "toggle cl_run"
bind F3 "toggle cg_drawFPS" //Displays Frames per Second
bind F4 "toggle cg_drawTimer" //Displays timer
bind F5 "toggle cg_thirdperson" //Shows model in third person view
bind F6 "toggle cg_drawhands" //Shows hands & weapon

Look through your configuration for variables that take either a 0 or 1 value. Those are the commands that can be set up on a toggle.

Executables

This command can be used to clean up the autoexec.cfg. Basically, this is a file containing each script. For example my favorite servers, one with communications binds and scripts, and a third for demo recording/handling binds.

Having them in a separate file lets me share them with teammates, team comm binds for example, or pass along my favorite servers without having to send the entire autoexec.

The other reason for this is config organization. If your configuration to too large, Quake III will have problems executing the whole thing. Seperate configs set up as executables enable you to reduce the overall size of your primary autoexec. The syntax is:

exec [filename.cfg]

Here are a couple of examples that could be used in an autoexec.cfg :

exec comm.cfg
exec serverlist.cfg
exec demo.cfg 
Examples

Here are just a few example of scripts that can be used in your in your config.

// Toggle Sprint, Run, Walk Bind
set mz_00 "set mz_f vstr mz_01; -button8; +speed; ut_echo SPEED: WALKING"
set mz_01 "set mz_f vstr mz_02; -button8; -speed; ut_echo SPEED: RUNNING"
set mz_02 "set mz_f vstr mz_00; +button8; -speed; ut_echo SPEED: SPRINTING"
set mz_f "vstr mz_01" //sets run as default
bind SHIFT "vstr mz_f" //bind for changing speed

// Toggle Crouch Bind
set sit "+movedown; set crouch vstr stand"
set stand "-movedown; set crouch vstr sit"
set crouch "vstr stand" //set default
bind c "vstr crouch"

Why does my script not work?

There are two possible errors. One of them happens when your script is too big. All scripts should stay under 16KB in size, to solve this problem break the script or scripts into smaller files which you can then execute by adding the following lines to your autoexec.cfg (where FileName is the name of your files):

exec FileName_1.cfg
exec FileName_2.cfg

If you have a lot of such sub scripts we advise you create a folder in which to store them, to keep your game directory fairly tidy. This can be done by creating a new folder with the name of your choice (we will name it "cfg" in our exemple) in your q3ut4 folder. Now place all your sub scripts into this folder, the autoexec.cfg should NOT be placed in this folder. Now add the following lines to your autoexec.cfg:

exec cfg\FileName_1.cfg (where cfg is your folder and FileName is the name of your sub-script)
exec cfg\FileName_2.cfg 

Another possible error is triggered when you have too many cvar strings active (i.e too many scripts) this error is usually accompanied by an error message similar to "[insert text] overflow" the only way to solve this issue is to start hacking away at what you really don't need in your scripts. There are some ways around this with some creative scripting but that is beyond the scope of this manual.

Where can I find script information?

If you would like to learn more about modifying your config file, we recommend:

Most of these sites are no longer updated, but the information contained within can still be applied to Urban Terror. We are still on the look out for Zex Suik, curator of UT Scripts. If we can find him and retreive his files we will include those on the web site in the future.

USER INTERFACE

Urban Terror Interface Defined

The Urban Terror user interface (UI) has been completely redone and scripted from scratch. Using technology from id Software's latest Quake 3 Team Arena release, we have been able to create some great effects and add many more menus that were not included in Team Arena. The UI is divided into two sections, out of game menus and in game menus. Both can be used to change controls, system settings, player settings, and other applicable settings. In the next few subsections you will find images of what these sections look like and what each button does.

Starting Interface (out of game)

Below is an image of the starting interface, with descriptions each time Urban Terror is loaded.

Image:ui_mainmenu.jpg

  1. To connect to an online game click "Play Online."
  2. The setup menu will allow you to change your player and keyboard configurations, along with changing values for your video and audio settings.
  3. To start a server you can manually set it up through the user interface.
  4. "Other Mods" displays Quake III mods installed on your computer. Urban Terror is reflected in this menu.
  5. To view "Demos" that have been previously saved.
  6. If you would like to quit out of the mod and Quake III.

In Game Interface

Below is an image of the in game interface with descriptions. You can reach the in-game interface by pressing the ESCAPE key while in a game. Once displayed, you have game options you can select as designated by the red numbers in the figure below.

Image:ui_ingamemenuoptions.jpg

Listed in the image above are ten menus you can access within the user interface:

  1. About: Tells you infromation about the server you are currently on.
  2. Player: Join a team, select your preferred weapons/gear or change your player appearance.
  3. Add Bot: Allows you to add bots to single player games.
  4. Controls: Set your binds and controls.
  5. Options: <MODIFIES OTHER STUFF, NEED TO CHECK>
  6. System: Graphic settings can be adjusted in this menu.
  7. Vote: Used to call a vote, change game type, alter server settings or switch maps.
  8. Rcon: Allows admins and players with rcon password to take control of the server.
  9. Exit: Let's you quit out of the mod.

Team Setup & Weapon/Gear Select

When you first join a game, a set of interface elements is brought up that allow you to choose your team and weapons/gear. This can be accessed later while playing, to change teams or weapons, but comes up also upon joining a server for your convenience. These menus can be navigated with both key presses and by pressing the number hot key that appears in the same box as the button you wish to activate. To gain access to these menus again, you can either bind a keys to the team select and gear select menus, or you can hit ESCAPE to bring up the in game interface, then press PLAYER and finally choose either TEAM SELECT or WEAPON / GEAR SELECT. Below are two images to show you what this looks like. (Important note: you are limited to what you can carry in a few ways, if an item slot has a circle with a slash icon in it and says, "not available" you have reached your current weapon / item limit. To carry more items you must drop your grenades, secondary item or both.)

Image:ui_menusetupweapons.jpg

Team Setup

Choose TEAM SETUP in order to change your status as a player. You have three options available to you when you enter this menu, as listed above in red.

  1. Team selection, you can manually select the 'Red Team' or 'Blue Team'
  2. Auto-Join will automatically place you on a team, based on the number of gamers currently playing and the score. It is recommended you use this option when connecting.
  3. If you want to drop off either team and watch. If this is selected, you are still taking one player slot on the server.

Weapon/Gear Select

Choose the WEAPONS/ITEMS sub-menu in order to load out your player with weapons and gear. You have two weapon slots, your primary (1) and secondary (2). Click on each of these to select your weapons of choice. All weapons are not avaialble as priamry weapons. You must carry a sidearm (3) and have two pistols to select from.

Depending on your load out, you can select high explosive or smoke grenades (4). You can also carry up to three pieces of gear (5, 6, 7) depending on weapon selection and grenades. See Section 8.1 - 'Load out information' for a more detailed explanation of loading out your player.

Selecting Player Model & Race

You can choose your player model both in game and out of game. To choose your model from the user interface, press the SETUP button, followed by the PLAYER button. From this menu you can you select you player model and race depending on your team.

Image:ui_menusetupplayer.jpg

To set up your player in game, press ESCAPE to activate the in game interface, and then press PLAYER, followed by PLAYER SETUP. Both methods will show you a visual re[presentation of how your character will look in game. To change models, scroll through the icons and click to select your choice. Your model will change to reflect your choice.

Heads Up Display (HUD)

The heads up display or HUD for Urban Terror contains familiar elements such as ammunition, stamina bar/hit model and other information items to use during gameplay. Learning how the HUD operates is vital to playing well in Urban Terror. Below is an image that describes the various components of the HUD.

Image:ui_hud.jpg

The HUD is configurable to some degree. You have the option to toggle some of the individual components or reposition them on the HUD.

  1. Minimap: displays teammate positions, medics, captured flags and calls for help. More information is provided on the minimap in Section 4.4.11.
  2. Hit Detection Model/Stamina Bar: provides hit information when struck by a bullet, as well as providing a visual representation of your current and remaining stamina. Will flash red when you have not been healed.
  3. Team Overlay: provides kill/deaths of each teammate, along with the number of enemies remaining. Toggle the CVAR by cg_teamoverlay(0/1).
  4. Weapon Information: shows your current weapon, number of rounds and magazines remaining.
  5. 'Scoreboard: consists of each team's score as well as your FPS/ping.
  6. Wave Respawn Timer: shows the time remaining until gamers on each team respawn (used in CTF).
  7. Crosshair: shows the player's name and their health when your crosshair is moved over them. The green bar represents health, when injured the green bar turns red to show that a player has been injured.

NOTE: Some gamers want a visual depiction of their connection, so they also toggle on cg_lagometer 1 in order to monitor the server and client status.

Mini Map

The mini map is an overhead depiction of the level that is being played on the HUD. It will show a basic layout of the level, including hallways, teammates and flag position (CTF only). The mini-map is very configurable, as there are five CVARs that control the look and position of the mini-map during play.

Image:hud_minimap.jpg

The mini map can be moved in a counter-clockwise direction around the screen, depending on where you want the placement of it. Along with changing the transparency of the map arrows and the mini map, you can also change the size of the mini map or toggle the mini map on and off.

Hit Detection & Stamina Bar

Image:hud_staminabar.jpg

This is located in the lower left corner of the HUD and will provides you a visual representation of your player and full stamina bar. When you are shot, the hit detection model will flash on the corrosponding body part and your stamina bar will start to flash red.

Once you start to bleed your overall health will start to be depleted. Your remaining health, or stamina will be based on how quickly you are able to heal your wounds. The longer you go without healing the more health you loose. Another gamer can heal you back up to 40%, while a medic will be able to heal you back up to 80%. It plays to know your medics and use them.

Your stamina bar will regenerate health are varying rates depending on your movement. If you are sprinting, strafe jumping or jumping in general will burn stamina. Any other movement will regenerate your health. The rate at which your stamina returns depends on your movement. Standing or crouching will regenerate health the quicker than running.

Team Overlay

The team overlay allows you to view information relating to each team. This overlay is configurable in order to limit the amount of information that can be displayed. There are four options available, including turning off the team overlay completely.

If the team overlay CVAR is set to "1" you will see a list of players, back lit by their team color and the number of kill:deaths. This will also display who is still alive. If this is set to "2" you will see only your team's information and the number of remaining enemy. If it is set to "3" you will only see the number of alive teammates and the number of alive enemy.

Weapon Information

Located in the lower right corner of the HUD, this area is reserved for your weapon information. A quick glance will allow you to see your current weapon selected, the number of rounds remaining and the number of unused magazines in your inventory.

If you do not use up the full magazine before you reload, you will loose the remaining ammunition in your current clip. Any time you collect ammunition for the weapon you are using, the number of clips will be changed to reflect that.

Mini Scoreboard

The mini scoreboard is located in the upper right corner of the heads up display and will display each team score. This scoreboard can be toggled on and off.

Wave Respawn Timer

This option allows you to see the time remaining until the next respawn. This is mainly used for CTF. In order for the wave respawn timer to work, it must be enabled on the server. Instead of dying and having to sit out for an amount of time, the wave respawn timer is set by the server admin and gamers on each side respawn ogether, in a wave as opposed to individually.

Crosshair

While the main purpose of the crosshair allows you to aim your weapon at the enemy, it can also be used to acertain information from your teammates. When you place your crosshair over a teammate you can identify the individual and see their current health status.

When a player has been shot and injured, the green bar will be replaced with a red bar, showing their remaining health. This is a useful tool for medics and player alike. In a glance you can see who is injured and potentially heal them.

Visible Gear/Weapon Interface

Urban Terror features a unique system of icons that are displayed when switching weapons or items listed in your inventory. Opaque boxes are displayed in the lower, center of your HUD that presents easily identifiable items, along with the ability to see what you are currently carrying at a glance. The current weapon/gear you are using will be back lit white. Below is an example image of how this looks in game.

Image:hud_gearweaponinterface.jpg

The two primary features in the above image shows a player's current inventory. You can see the boxes of icons (1) that represent each piece of gear or a weapon in the player's inventory. The player above has the HK G36 selected and is scrolling through their inventory. (2) is the icon that appears when you select the bomb from your inventory (available only in Bomb mode). Once the bomb is selected, you cannot carry a weapon, it must be shouldered, in order to arm and plant the bomb.

Radio Interface

In Urban Terror, radio communication accommodates both advanced and new users with ease. Depending on your personal preference you can either use the in game radio interface or you can bind specific radio commands to keys like other actions. Most users will bind the most commonly used radio commands to keys, while using the radio interface for less commonly used keys. Below are two images, with information below that on how the system works.

Image:ui_radiointerface.jpg

The first menu appears when you press the key bound to open the radio menu (ut_radio). You have a choice of radio menus: Responses, Orders, Statements Condition, Queries, Enemy Activity, Directional, Capture the Flag, Bomb and Miscellaneous. Press a number key, or click the section you want with your mouse.

<INSERT SCREENSHOT>

The second screen opens after you press a number key or make a selection. Here is where the actual radio commands are located. This menu operates identical to the first menu where both number key or mouse click play the radio command.

Radio Command Chart

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 Fall back and regroup!
ut_radio 2 3 Hold your position.
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.
ut_radio 5 3 Enemy is flanking!
ut_radio 5 4 Enemy headed your way!
ut_radio 5 5 Incoming!
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.
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!

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*ck, over?
ut_radio 9 9 Thanks.

Binding Radio Commands

Radio messages can be played through the user interface by having a key bound to ut_radio. or played through key bindings in .cfg files. To bind a key to play a specific message, use this example:

/bind x ut_radio y z

In the above example 'x' equals the key you press to play the sound, 'y' equals the menu number of the radio command and 'z' equals the sound file within that menu. The menus and radio commands are numbered 1 to 9.

The first menu in Radio Command Chart is 'Menu 1' or "Responses", so the number for a radio command within responses would '1' . This also means that inside the "Responses" menu the same rules apply. The first sound is "Affirmative", so that sound is designated 1.

So if we wanted to bind a key to play the sound "Enemy spotted", found in Menu 5 - Enemy Activity, we would type the following in the console:

/bind x ut_radio 5 1

Remember, 'x' still equals the key you want bound and that you need a space between ut_radio and the first number - along with a second space between the first and second numbers.

While radio calls can be effective, combining a radio call with text and a string variable is possible.

/bind x ut_radio 3 3 I need a medic! [$health]

This bind, while a bit more advanced takes a radio call, displays the words "I need a medic" and also displays the remaining percentage of health (string variable) of the gamer. This is just one example of how you can combine the different pieces in order to create unique radio calls.

There are different radio messages for males and females. The meaning behind the messages is the same for both male and female, but the female voice will often say different things. A full listing of the radio commands for are found in the Radio Command Chart.

Scoreboard

The Urban Terror scoreboard is not readable at a glance, but provides important information such as status, player name, kills, deaths, ping and time. You can access the scoreboard by binding a key to "+scores" without the quotes. The default key to show scores is TAB. Below is an image of the scoreboard.

Image:ui_scoreboard.jpg

There are two components to the Urban Terror scoreboard. The team header (1) shows which team (red or blue) the players are on, along with total players on that team, the team name (currently showing Blue Team) and the team score. (2) Underneath the team header are the individual players who make up that particular team. Details include status, player name, kills, deaths, time and ping.

Mini Map

Defined

The minimap can be used in both, team and free for all games. If used in a team play mode, like CTF or TS, then you will be able to see all your teammates who are alive. In CTF, you will also see the current positions of the maps. In free for all games, all the player triangles are represented in yellow.

Image:hud_minimap1.jpgImage:hud_minimap2.jpgImage:hud_minimap3.jpg

In the first pane, you are on the blue team, as you can see your blue teammates, on the map ut_docks, with the red flag near the water. Pane two, shows a blue gamer who has grabbed the red flag and is making their way back to the blue flag. Finally, in pane three, we see a free for all game, as only a single, yellow triangle is represented.

Using cg_maptoggle

You can use this command in a script form or a straight bind. To bind it in a single command line drop into the console and type:

\bind [key] "toggle cg_mapToggle"

If you want to use it in a script and get a bit fancy you can cut and paste this into your config file:

set mt_01 "set map_t vstr mt_02; set cg_mapToggle 1; ut_echo Mini-Map On"
set mt_02 "set map_t vstr mt_01; set cg_mapToggle 0; ut_echo Mini-Map Off"
vstr mt_01 // Default
bind x "vstr map_t" // Toggle Mini-Map

In this script, you can replace the 'x' key with whatever key you want to bind it to. Also note that you cannot bind any of the cg_map commands in the setup menu, they must be configured manually in your config.

Specific Commands & Features

Stop Bleeding

When you get shot you start to bleed. The location in which you were hit and the number of times you were hit determines the amount of health you lose each second. To stop yourself from bleeding you need to bandage your wounds. You can bandage wounds in two ways: bandage yourself with the bandage command [most people will bind a key to bandage using the CONTROLS-> SPECIAL menu]. The second way to bandage your wounds is to have a teammate heal you.

Healing Teammates

In order to promote teamwork it is possible to act as a medic and heal your teammate when their health drops to near fatal levels. To heal a teammate, walk up to your injured teammate, press the your bandage key and the player will rejuvenate health. Without the aide of a medkit players can heal back to 40% health and 80% with the medkit.

Ledge Grabbing

Ledge grabbing adds a vertical component to first person gaming. This feature allows a player to run, jump, and grab the ledge of any structure [for example, a building ledge or crate] within an Urban Terror level.

To perform the ledge grabbing maneuver run towards a structure and jump for the ledge. If you reach the edge of the structure, keep the jump key depressed and you will pull yourself up. The only limitation is, you must be able to reach the ledge, if not you will fall, injuring yourself or worse yet, kill yourself.

Wall Jumping

Wall jumping adds another dimension to Urban Terror by applying physics allowing extra movement. As you run or sprint towards a wall, you can jump into the wall and rebound off the wall, allowing for more stylized movement. This features opens up a whole new range of combat and movement skills. You cannot wall jump off short ledges or other gamers

Power Sliding

To execute a power slide, you must increase your speed by sprinting or strafe jumping and while airborne, prior to hitting the ground press your crouch key. This will result in your player model landing on the ground in a crouch and sliding across the surface.

The 'XY' and 'XYZ' in the corner of the HUD reflect the speed of your player in the game when your player is moving. The higher your numbers, the better the powerslide. The minimum speed, is about 300, but the higher the number, the more effective powerslide you will get. This display will be controlled by the cg_speedo CVAR .You can view a video of powersliding, here.

Goomba Stomp

This is a feature that requires some good timing and skill in order to jump down, land on an opponent and "stomp" them to death. Be careful, as you can g00mba stomp a teammate. This is also a feature that does not happen often during game play. You can view a demo of the "g00mba stomp" here.

Toggling Items

It's difficult to ambush the enemy if your laser sight is shining on a wall and giving away your position. You can toggle the laser sight, silencer and tactical goggles in Urban Terror by pressing the use item [ut_itemuse] key.

This key is bound in the SETUP -> CONTROLS -> MISCELLANEOUS menu, and can also be set in the console [press tilde [~] to get into the console] by typing:

/bind [key] "ut_useitem"

You must have the item you want to toggle on/off in the FIRST SLOT of your gear inventory. If it is in the second or third position, then you will have to cycle through your gear to get to it, then activate it.

Opening Doors

You can control the direction the doors open in Urban Terror. Hold down the walk forward or backpedal key when you press the 'ut_opendoor key'. It takes some coordination and practice to master, but will stop players from camping in front of doors and holding them closed.

Alternate Firing Modes

Many of the Urban Terror weapons come with different firing modes, such as semi-automatic, full-automatic and burst mode. There are times when it will work to your advantage to use each different mode. Remember to bind it in the menu. For weapon specific information see Section 7.2.

Assigning String ($) Variables

Gamers are able to give more information to their teammates by using the string variables. There are nine variables that can be included in any "say" statement. This information will be transmitted if you have it bound. The string variables include:

Variable 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 number of clips remaining
$bullets shows number of bullets in your current clip
$gameitem used to represent the word flag in CTF
$leader will tell you who is currently the leader

An example of using the string variables could be:

\bind 2 say "I have the $gameitem!!" 

The result on screen would look like, "I have the flag!!" The examples are endless, be creative, you can also combine them with radio calls to create your own unique commands. So you could combine $location, $health and $gameitem to let your teammates know where you are, your current health and that you have the flag.

Breakout Key Assignments

What's the best way to kill time while waiting to respawn? To play Breakout, what else?

\breakout_play
\breakout_reset
\breakout_pause
\breakout_left
\breakout_right 

Snake Key Assignments

What's the next best way to kill time while waiting to respawn? To play Snake, what else?

\snake_up
\snake_down
\snake_left
\snake_right
\snake_pause
\snake_play
\snake_reset 

If you get bored with these games, you can always go in search of the space monsters.

WEAPONS

Load out information

Depending on how you load your character, you will be able to use a single or multiple items on our weapons. The "Attachments" are what you can use with the specific weapon: LS - Laser Sight and S - Silencer. Not all weapons can use these specialty items. For example, the sniper rifles cannot use the laser sight because of their ability to zoom. The Desert Eagle and the SR-8 are not able to use the silencer. Make sure you know which items will work with the weapons you choose.

You can choose up to three items, depending on how many weapons you have chosen to equip yourself with, and whether or not you have grenades.

The combinations of weapons, items and grenades are:

  • 2 weapons, a sidearm, grenades and 1 item
  • 2 weapons, a sidearm, 2 items
  • 1 weapon, a sidearm, 3 items
  • 1 weapon, a sidearm, grenades, 2 items

Note: you must carry a sidearm and knives.

Some items can be turned on and off. You can bind any key to turn items on and off in the controls (Miscellaneous) menu (Press escape, click controls, click the misc button, click on "use item" and then press the key you want to bind). You can also drop your gear and weapons, by binding the corresponding key by selecting and dropping the item. See the Controls & User Interface sections.

Weapon Specs

Weapon Specifics
Image:Weap_knife_sm.jpg

KaBar Next Generation Knife

  • CALIBER: 6 1/4" blade
  • MAGAZINE: 5 knives
  • FIRE MODES: Slash, Throw
  • ATTACHMENTS: Not Applicable
Image:Weap_beretta_sm.jpg

BERETTA 92FS

  • CALIBER: 9 X 19mm
  • MAGAZINE: 15 Round Capacity
  • FIRE MODES: Semi-Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_deagle_sm.jpg

IMI .50 AE Desert Eagle

  • CALIBER: .50 AE
  • MAGAZINE: 7 Round Capacity
  • FIRE MODES: Semi-Automatic
  • ATTACHMENTS: Laser Sight
Image:Weap_spas_sm.jpg

Franchi SPAS12 Shotgun

  • CALIBER: 12/70 Round
  • MAGAZINE: 8 Cartridges
  • FIRE MODES: Semi-Automatic
  • ATTACHMENTS: Not Applicable
Image:Weap_mp5_sm.jpg

Heckler & Koch MP5K

  • CALIBER: .45 ACP
  • MAGAZINE: 25 Round Capacity
  • FIRE MODES: Burst, Full-Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_ump_sm.jpg

Heckler & Koch UMP45

  • CALIBER: 9 x 19mm
  • MAGAZINE: 30 Round Capacity
  • FIRE MODES: Burst, Full Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_hk69_sm.jpg

Heckler & Koch HK69

  • CALIBER: 40mm
  • MAGAZINE: 1 Round [4 Grenades]
  • FIRE MODES: Short, Long
  • ATTACHMENTS: Not Applicable
Image:Weap_m4_sm.jpg

Colt M4 Carbine

  • CALIBER: 5.56 x 45 NATO
  • MAGAZINE: 30 Round Capacity
  • FIRE MODES: Semi-Automatic, Burst, Full Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_lr300_sm.jpg

ZM Weapons LR300ML

  • CALIBER: 5.56 x 45 NATO
  • MAGAZINE: 30 Round Capacity
  • FIRE MODES: Semi-Automatic, Burst, Full Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_ak103_sm.jpg

Kalashnikov AK-103

  • CALIBER: 7.62 x 29
  • MAGAZINE: 30 Round Capacity
  • FIRE MODES: Semi-Automatic, Burst, Full Automatic
  • ATTACHMENTS: Laser Sight, Silencer
Image:Weap_g36_sm.jpg

Heckler & Koch G36

  • CALIBER: 5.56 x 45 NATO
  • MAGAZINE: 30 Round Capacity
  • FIRE MODES: Semi-Automatic, Burst, Full Automatic
  • ATTACHMENTS: Silencer
Image:Weap_negev_sm.jpg

IMI NEGEV LMG

  • CALIBER: 5.56
  • MAGAZINE: 150 Round Capacity
  • FIRE MODES: Automatic
  • ATTACHMENTS: Silencer
Image:Weap_psg_sm.jpg

Heckler & Koch PSG-1

  • CALIBER: 7.62 x 51 NATO
  • MAGAZINE: 8 Round Capacity
  • FIRE MODES: Semi-Automatic
  • ATTACHMENTS: Silencer
Image:Weap_sr8_sm.jpg

Remington SR-8

  • CALIBER: .338 Lapua Magnum Round
  • MAGAZINE: 5 Shot Box
  • FIRE MODES: Bolt Action
  • ATTACHMENTS: None

Weapon Key Assignments

Each weapon is assigned an identification number. Based on this number you could bind each weapon to a corresponding key. These weapon id numbers are more important when working with scripts. Here is a chart that will help clarify:

Weapon ID# Weap_mode 0 Weap_mode 1 Weap_mode 2
Ka-Bar Knife 1 Slash -- --
Beretta 92FS 2 -- -- --
.50 Desert Eagle 3 -- -- --
SPAS 12 4 -- -- --
MP5K 5 Burst Mode Full Auto --
UMP45 6 Burst Mode Full Auto --
HK69 7 Short Range Long Range --
LR300ML 8 Burst Mode Semi Auto Full Auto
G36 9 Burst Mode Semi Auto Full Auto
PSG-1 10 -- -- --
HE Grenade 11 -- -- --
Smoke Grenade 12 -- -- --
SR8 13 -- -- --
AK-103 14 Burst Mode Semi Auto Full Auto
Negev LMG 15 -- -- --
Colt M4 16 Burst Mode Semi Auto Full Auto

Since gamers had issues in the past with their weapon modes, here is a simple fix to make sure they stay on the settings you designate.

  1. Make sure q3config.cfg isn't write protected.
  2. Remove the weapmode_save line completely out of the config.
  3. Jump back into the game play setup your weapons, save the config, quit the game.
  4. Load the game up again then you'll find from there onwards the modes will be saved, even after being changed.

Once that cvar is set you can manually modify the settings based on the chart above. An example of the cvar in your config will look like this:

seta weapmodes_save "01000111220000202"

There are 16 individual digits, either a 0, 1 or 2 that correspond to the weapon mode. In the example above, the first digit is a '0', that is the boover boots, do not change it. The second digit, a '1' is the knife, it will default to throw mode when you start, if you change it to a '0' in your config, then you will start with the knife in slash mode. The cvar above has the HK69 set to long range, the knife set to throw and all the weapons set to full automatic fire.

Binds & Scripts

There are a few different ways in which to approach weapon binds. For starters there is the standard Quake III Arena command "weapon" this command followed by the desired weapons ID# as listed in Section 7.3. For example lets say we want to select the SPAS 12, to do this we would use the below line:

bind [KEY] "weapon 4" // Selects SPAS 12

Now this can be taken a step further by creating a string of weapon commands. How this works is the game reads through the string. it will quickly select one weapon after another until it comes to the last valid command. This means that if you had both the SPAS 12 & the G36 and your string looked like:

bind [key] "weapon 4; weapon 9"

The G36 would be the final outcome, but if your script looked like this:

bind [key] "weapon 9; weapon 4"

You would end up with the SPAS 12, now what if all you got is the G36, no SPAS 12 at all...simple you would switch to the G36 since its the only one valid.

Okay now the better method that can be used in Urban Terror the command, "ut_weaptoggle" this can handle up to two arguments, which allow you to toggle between two different weapons, plus each argument covers a nice range of weapons. All this makes the "ut_weaptoggle" command much more flexible than the "weapon" command discussed prior.

Format examples:

bind x "ut_weaptoggle [argument]"
bind x "ut_weaptoggle [argument] [argument]"

Argument examples:

  • Primary
  • Secondary
  • Sidearm
  • Grenade
  • Bomb
  • Knife

Weapons accessible with "ut_weaptoggle primary"

  • SPAS12 (if placed in the primary slot)
  • MP5K (if placed in the primary slot)
  • UMP45 (if placed in the primary slot)
  • HK69
  • LR300ML
  • M4
  • AK-103
  • G36
  • PSG-1
  • SR8

Weapons accessible with "ut_weaptoggle secondary"

  • SPAS12
  • MP5K
  • UMP45

Weapons accessible with "ut_weaptoggle grenade"

  • High Explosive
  • Smoke

Weapons accessible with "ut_weaptoggle sidearm"

  • Beretta
  • Desert Eagle

Now these can be used to switch between groups, example below:

bind [key] "ut_weaptoggle primary secondary"

Now it is worth noting that when you press the button you will first select the primary class weapon, and on the second press the secondary class weapon. Now, should you already have the primary class weapon selected (like when you spawn) it will then switch to the secondary class upon the key being pressed.

Also note that ut_weaptoggle grenade will cycle through all the available grenades in your inventory.

GEAR

Load Out Information

You can choose up to three items, depending on how many weapons you have chosen to equip yourself with, and whether or not you have grenades.

The combinations of weapons, items and grenades are:

  • 2 weapons, a sidearm, grenades and 1 item
  • 2 weapons, a sidearm, 2 items
  • 1 weapon, a sidearm, 3 items
  • 1 weapon, a sidearm, grenades, 2 items

Note: you must carry a sidearm and knives.

Some items can be turned on and off. You can bind any key to turn items on and off in the controls (Miscellaneous) menu (Press escape, click controls, click the misc button, click on "use item" and then press the key you want to bind). You can also drop your gear and weapons, by binding the corresponding key by selecting and dropping the item. See the Key/Command Chart section for more information.

If you have more than one item, you can select the item using next item and previous item keys, which are also bound in the misc menu. If you want to get rid of an item, you can drop it by pressing the drop item key. The drop item key, like all the other item keys, can be bound in the miscellaneous controls menu.

There are two kinds of grenades you can use in Urban Terror: smoke and high explosive grenades. All types of grenades can be thrown. To throw a grenade, select grenades as your current weapon and press the fire button (which can be configured through the in-game menus)..

In Urban Terror, the grenades are thrown using an 'instant arm' system. Instant arm primes the grenade as soon as you pull the pin on the grenade to throw, so you can hold onto it a bit longer, but you will have less time to get away. By default you have 2.5 seconds to get rid of a high explosive grenade before they explode. Smoke grenades will start to smoke when tossed.

The purpose of each individual piece of gear is described below:

Gear Specs

Gear Specifics
Image:Gear_helmet_vest_sm.jpg

Kevlar Helmet

The helmet protects your head, and can be the difference between instant death and a severe wound, allowing you to seek medical aid where normally you'd be toast. It will not protect your face, or your neck region, and will not protect you against high-energy projectiles, but it provides excellent general protection against small arms and machine gun fire.

Kevlar Vest

Kevlar is a special kind of strong fabric that is designed to stop bullets. Vests have steel plates called "trauma plates" sewn into them in sensitive locations so that the most delicate areas (the heart region, for example) have extra protection. While Kevlar will not protect you from enemy fire completely, you are far better off wearing it than not. High energy projectiles such as sniper rounds may still penetrate Kevlar. The Kevlar vest works automatically and you do not have to activate it.

Image:Gear_grenades_sm.jpg

High Explosive Grenade

HE grenades set off a large explosion which kills people within a close radius, and severely damages those just outside the radius. These are particularly effective when used against a group of attackers, as a single grenade can kill a number of opponents.

Smoke Grenade

Smoke grenades do no damage to gamers. These can be thrown 30 meters by the average soldier. The grenade emits a dense cloud of red, blue or grey smoke for approximately 20 seconds. They can be used to provide cover in tactical situations, to cover ground movement or impair enemy lines of sight.

Image:Gear_laser_silencer_sm.jpg

Laser Sight

The laser sight paints a small dot on targets even at extreme ranges to help you determine where your shots will fall. Because the laser sight is of less benefit to players with a high latency (high ping), the laser also makes your groups much tighter (in other words, it makes your shots more accurate). The laser sight can be turned off and on by selecting the laser sight item and pressing the use key. Your enemies will be able to see the red laser dot, so you might want to turn it off when trying to be stealthy.

Silencer

Silencers work by channeling the gases from a fired bullet though a series of baffles to reduce the noise of the explosion. This results in very quiet operation of the weapon, which is vitally important if your goal is to stay hidden from the enemy. In Urban Terror, the silencer also acts as a flash suppressor so if you are in a dark area, your position will not be revealed. The silencer can be removed and attached to your weapon by selecting the item and pressing the use key. However, if you choose this item in your load out, you do not have to activate it by default.

Image:Gear_goggles_sm.jpg

Tactical Goggles

Tactical Goggles makes it easier to see other players, especially in dark areas. They also allow you to see through smoke and will show enemies and friendly players. Once equipped you can turn them on and off by selecting the Tactical Googles item using your next item or previous item keys, and pressing your use item key. While this may sound like the ultimate tool, the main drawback of tactical goggles is that it limits the width of your vision slightly, highlight both enemies and players and show everyone with the same color. Be wary of team kills.

Image:Gear_medkit_sm.jpg

Medkit

The medkit can be used to increase you ability to heal damaged players. Using the medkit, you can heal players back to 80 percent of their full health, compared to only 40 percent if you don't have the medkit. If you have the medkit item, it will be used automatically when you are attempting to heal other players.

Image:Gear_ammo_sm.jpg

Extra Ammunition

Extra ammo will double the number of clips you start off the round with. So, normally the Beretta gives you 3 clips (one loaded plus two extra). With the extra ammo item you would get five clips (one loaded plus four extras). Extra ammo does not affect the number of knives you start with, or the number of grenades.

Image:Gear_bomb_sm.jpg

Bomb Bag

This is the most important item in Bomb-mode. If your team has it, you will need to reach one of the strategic points highlighted on the minimap and plant it. If your team doesn't have it, you better stop the opposing team from planting it! Filled to the brim with high-explosives and user activated detonation trigger... when this baby goes off... you better be some where else!

Gear Key Assignments

Each weapon and piece of gear is designated with a letter in your configuration file. There are also seven different slots you can fill when you load out your player. You can configure your gear/weapon, so when you start Urban Terror, you will always begin with the same weapons and gear. Here is a chart to help you set up your player: Here is a chart that will help clarify:

Weapon [1] Sidearm [2] Primary [3] Secondary [4] Grenades [5] 1st Item [6] 2nd Item [7] 3rd Item
Beretta 92FS F -- -- -- -- -- --
.50 Desert Eagle G -- -- -- -- -- --
SPAS 12 -- H H -- -- -- --
MP5K -- I I -- -- -- --
UMP45 -- J J -- -- -- --
HK69 -- 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
Goggles -- -- -- -- S S S
Medkit -- -- -- -- T T T
Silencer -- -- -- -- U U U
Laser Sight -- -- -- -- V V V
Kevlar Helmet -- -- -- -- W W W
Extra Ammo -- -- -- -- X X X

Gear Binds

If you look in your config file, you will see a CVAR that looks like this, seta gear "GMIORAA". This is the gear setting, and you can use the letters in the chart above to lock in what gear you want to use. In the example above, the load out would be as follows:

  • [1]Sidearm: Desert Eagle
  • [2]Primary: G36
  • [3]Secondary: MP5K
  • [4]Grenades: HE Grenades
  • [5]1st Item: Kevlar Vest
  • [6]2nd Item: Unused
  • [7]3rd Item: Unused

There are limitations to the load out. As you can see in our example, seta gear "GMIORAA", the last two letters are 'AA'. The 'A' in the chart below signifies that slot cannot be used due to restrictions. *Note: If you select the Negev, you will NOT be able to carry a secondary weapon.

  • Primary, Secondary, Grenades, 1x Item: ? ? ? ? ? A A
  • Primary, Secondary, 2x Item: ? ? ? A ? ? A
  • Primary, Grenades, 2x Item: ? ? A ? ? ? A
  • Primary, 3x Item: ? ? A A ? ? ?

By following the chart and limitations above, you can mix and match weapons, gear and grenades as your starting load out. Here are some examples of sample load outs.

  • FLICRAA = Beretta LR300 MP5K HE Vest
  • FLIAVRA = Beretta LR300 MP5K Laser Vest
  • FLACVRA = Beretta LR300 HE Laser Vest
  • FLAAVRT = Beretta LR300 Laser Vest Med-Kit

You can also set up a script (thanks NoLogic of UTScripts) that will allow you to rotate through different weapon/gear loadouts. Just modify the gear setting in the script for the loadouts you want to include.

set lo_01 "set load vstr lo_02; gear FLICRAA; ut_echo LR300/MP5K/HE"
set lo_02 "set load vstr lo_03; gear FLIAVRA; ut_echo LR300/MP5K/Laser"
set lo_03 "set load vstr lo_04; gear FLACVRA; ut_echo LR300/HE/Laser"
set lo_04 "set load vstr lo_01; gear FLAAVRT; ut_echo LR300/Laser/Med-Kit"
set load "vstr lo_01" // Default
bind x "vstr load" // Select Gear

LEVELS

Urban Terror comes complete with 26 levels created by the development team and submitted by the community. Not all levels support or include all game modes. This section will give you a quick overview on the levels included in the current version of Urban Terror, the level designer's name, the type of supported game modes and a brief description of the level.

Level Details

Level Specifics
Image:Map_abbey_sm.jpg

ABBEY

  • BSP NAME:
  • AUTHOR: Tub
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/Religious
Image:Map_algiers_sm.jpg

ALGIERS

  • BSP NAME: ut4_algiers
  • AUTHOR: Tub
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: City/Urban
Image:Map_ambush_sm.jpg

AMBUSH

  • BSP NAME: ut4_ambush
  • AUTHOR: MasHeeN
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/City
Image:Map_austria_sm.jpg

AUSTRIA

  • BSP NAME: ut4_austria
  • AUTHOR: tub
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/European Village
Image:Map_casa_sm.jpg

CASA

  • BSP NAME: ut4_casa
  • AUTHOR: SweetnutZ
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: City/Spanish
Image:Map_crossing_sm.jpg

CROSSING

  • BSP NAME: ut4_crossing
  • AUTHOR: MasHeeN
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/Indudstrial
Image:Map_eagle_sm.jpg

EAGLE

  • BSP NAME: ut4_eagle
  • AUTHOR: MasHeeN
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: WW2/Castle
Image:Map_elgin_sm.jpg

ELGIN

  • BSP NAME: ut4_elgin
  • AUTHOR: Riche
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/City
Image:Map_harbortown_sm.jpg

HARBOR TOWN

  • BSP NAME: ut4_harbortown
  • AUTHOR: SquadLeader
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/Seaside
Image:Map_kingdom_sm.jpg

KINGDOM

  • BSP NAME: ut4_kingdom
  • AUTHOR: runy
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Castle
Image:Map_mandolin_sm.jpg

MANDOLIN

  • BSP NAME: ut4_mandolin
  • AUTHOR: $NulL
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Terrain/Desert City
Image:Map_maya_sm.jpg

MAYA

  • BSP NAME: ut4_maya
  • AUTHOR: ALPHA_Wolf
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Terrain/Ancient Ruins
Image:Map_oildepot_sm.jpg

OIL DEPOT

  • BSP NAME: ut4_oildepot
  • AUTHOR: codey
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Industrial
Image:Map_prague_sm.jpg

PRAGUE

  • BSP NAME: ut4_prague
  • AUTHOR: RabidCow
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/City
Image:Map_ramelle_sm.jpg

RAMELLE

  • BSP NAME: ut4_ramelle
  • AUTHOR: Bar-B-Q
  • GAME MODES: FFA, TDM, TS, FTL, CTF
  • DESCRIPTION: Urban/Bombed City
Image:Map_riyadh_sm.jpg

RIYADH

  • BSP NAME: ut4_riyadh
  • AUTHOR: dotEXE
  • GAME MODES: FFA, TDM, TS, CTF
  • DESCRIPTION: Desert/Terrain
Image:Map_sanctuary_sm.jpg

SANCTUARY

  • BSP NAME: ut4_sanc
  • AUTHOR: Bar-B-Q
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban
Image:Map_suburbs_sm.jpg

SUBURBS

  • BSP NAME: ut4_suburbs
  • AUTHOR: Shminky
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/City
Image:Map_subway_sm.jpg

SUBWAY

  • BSP NAME: ut4_subway
  • AUTHOR: Laerth
  • GAME MODES: FFA, TDM, TS, FTL, CTF
  • DESCRIPTION: Urban/Transportation
Image:Map_swim_sm.jpg

SWIM

  • BSP NAME: ut4_swim
  • AUTHOR: NRGizeR
  • GAME MODES: FFA, TDM, TS, CTF
  • DESCRIPTION: Urban/Indoor
Image:Map_thingley_sm.jpg

THINGLEY

  • BSP NAME: ut4_thingley
  • AUTHOR: Riche & Bladekiller
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/English City
Image:Map_tombs_sm.jpg

TOMBS

  • BSP NAME: ut4_tombs
  • AUTHOR: BladeKiller
  • GAME MODES: TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Terrain/Egyptian Ruins
Image:Map_toxic_sm.jpg

TOXIC

  • BSP NAME: ut4_toxic
  • AUTHOR: Duf Kni3n
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Industrial/Factory
Image:Map_tunis_sm.jpg

TUNIS

  • BSP NAME: ut4_tunis
  • AUTHOR: MasHeeN
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF, BOMB
  • DESCRIPTION: Urban/Compound
Image:Map_turnpike_sm.jpg

TURNPIKE

  • BSP NAME: ut4_turnpike
  • AUTHOR: Wu
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF
  • DESCRIPTION: Urban/City
Image:Map_uptown_sm.jpg

UPTOWN

  • BSP NAME: ut4_uptown
  • AUTHOR: BattleCow
  • GAME MODES: FFA, TDM, TS, FTL, C&H, CTF
  • DESCRIPTION: Urban/City

MISC LEVEL INFORMATION

Where to find community created levels?

Here s a partial list of Urban Terror support websites that have community created levels available for download:

Installing community levels

Each available level for download is designated with the extension, .pk3, .zip or possibly .pk3.zip, please note the file extension when you download new levels.

Files with .pk3 extensions can be downloaded and placed in your quake3/q3ut4/ directory. If the file has a .zip extension open the file using a program like Winzip. When opened, if you see many files within this .zip, close Winzip and rename the extension to .pk3. If you open the file using Winzip and see a .pk3 file, extract the contents to your quake3/q3ut4.

Remember all map .pk3s will be placed in the /quake3/q3ut4 directory. DO NOT create a separate level sub-directory or DO NOT extract files from a .pk3, this will only cause a problem and the levels will not load correctly.

Autodownloading (ioUrbanTerror)

Auto-downloads only work on ioUrbanTerror clients of at least version 1.35urt (check your console to see the version), that have auto-download enabled (cl_autodownload 1). It works on any server.

This is how it works: The server sets a URL of the location of the maps, using: sets sv_dlURL "mysite.com" (try to keep the URL as short as possible). When a client doesn't have a map that's being played, it will try to download it from that URL. For example, the map that is being played is ut4_example.bsp, the sv_dlURL is mysite.com and the client doesn't have the map. It will then try to download it from: http://mysite.com/q3ut4/ut4_example.pk3. So when your sv_dlURL is mysite.com, make sure the actual pk3's are in http://mysite.com/q3ut4/.

Level Designers should make sure they never release two versions of a map with the same name. If you have a beta, call it ut4_mapname_beta1, ut4_mapname_beta2 etc. The .bsp always has to be the same name as the .pk3. Don't put multiple .bsp's in one .pk3 and don't use a small pk3 to fix a single texture of a previous pk3.

In 4.1, the default sv_dlURL is "urbanterror.net". There's a script running on urbanterror.net that will spread the downloads over multiple mirrors. Your client will need to be at least of version 1.35urt (supports redirects) and send a correct referrer (ioQ3://x.x.x.x) for the script to accept the request. Some security software blocks the referrer and you will get a 403 error. Turn off that 'security'.

Game mode information

Urban Terror comes complete with seven game modes. The game modes are as follows: Free For All (FFA), Team Deathmatch (TDM), Team Survivor (TS), Follow The Leader (FTL), Capture & Hold (C&H), Capture The Flag (CTF) and Bomb & Defuse (Bomb).

Bomb & Defuse (Bomb)

The Red Team is the offensive team, who attempts to plant the bomb in one of two strategic locations denoted by the pulsating icon. The Blue Team defends the plant locations, either trying to kill the entire team or to defuse the bomb once it has been planted.

The offensive team has the full round time limit to plant the bomb. Once the bomb has been planted, the round time will stop, which results the bomb timer starting its countdown to detonation, either exploding or be defused by the defending team.

Points are awarded to both teams for their actions during a round. Scoring is as follows:

  • 2 points for the Red Team on a successful plant.
  • 2 points for the Blue Team for stopping a planting by killing the Red Team.
  • 1 point for the Red Team for killing the Blue Team, but not planting.
  • 1 point for the Blue Team for defusing the bomb.
  • 0 points for a draw.

Capture & Hold (C&H)

Numerous flags or "capture" points are positioned around the level. When you occupy those points the flag changes to your team's color (red or blue). Every minute your team scores a point for each flag of your team's color. Your goal is to "hold" as many flags a possible at each scoring interval. If you get killed, you can respawn after a brief delay.

Capture the Flag (CTF)

Each team has a home base which holds a flag. The team's goal is to get the flag from the enemy base and bring it back to their base. You must prevent the enemy from doing the same. If you are killed you must wait to respawn back into the game. Points are awarded as follows:

  • 15 points for a flag capture (individual) *Bonus*
  • 10 points for a Team capture (team) *Bonus*
  • 2 points for defending your flag
  • 1 point for returning the flag
  • 1 point for killing enemy flag carrier
  • 1 point for providing the flag carrier protection *Bonus*
  • 1 point for preventing a capture

Free for All (FFA)

It is each gamer for themselves, in this fast paced game mode. After a preset number of minutes or frag count the round will end and the winner is the person with the greatest number of kills. If you are killed you will respawn at a random location on the map after a short delay.

Follow the Leader (FTL)

At the beginning of each round the server selects one person on your team as the "Leader." The leader is designated by a red or blue helmet. A flag also spawns with your team. Your goal is to score as many points as you can. Points are awarded as follows:

  • 5 points if your leader touches the enemy flag.
  • 3 points if you kill the other team and your leader still alive.
  • 1 point if you kill the other team, but your leader is dead.

Only the leader can get points from touching the enemy flag. The round ends when a leader on either team touches an enemy flag, or either team is killed. If you are killed you cannot respawn until the end of a round.

Team Deathmatch (TDM)

Your goal is to accrue kills for your team. After a preset number of minutes or total frags the round will end and the winning team is the one with the greatest number of kills. If you are killed you will respawn at a random map location after a short delay.

Team Survivor (TS)

Your goal is to annihilate the opposing team. The round ends when all the members of one team are killed, the team left standing is awarded a point. If you are killed you cannot respawn until the next round. Depending on the server settings sudden death could apply.

SERVER SETUP & ADMINISTRATION

Server Setup

Linux Server Install Guide

This part of the guide assumes the following. You have "SHELL" access to your dedicated Linux system. It also assumes that you have a basic knowledge of the Linux OS.

1. If you do NOT have access to the user root, please skip to Step 4.

2. Login as root and preform the following commands.

useradd urt

If your server does not create home directories correctly issue the following commands.

mkdir /home/urt
chown urt /home/urt
usermod -d /home/urt urt


3. Now switch your current user over to urt by using the command "su urt"

NOTICE: If you are using a different user than urt, please replace all references of the user urt for your own username.

4. Make sure you are in you home directory, if in doubt, use the command "cd ~"

5. wget <MIRROR URL>

e.g. "wget ftp://ftp.snt.utwente.nl/pub/games/urbanterror/UrbanTerror_41_FULL.zip"

Download the zip file NOT the .exe installer.'

Notice: you need the program wget for this, if you don't have it, please visit their website on how to install it.

6. Issue the command "unzip UrbanTerror_<version>_FULL.zip"

The archive will now decompress to the location /home/urt/UrbanTerror/

7. Issue the command "mv UrbanTerror/ urbanterror/" this cleans up case sensitive unix paths that will cause potential problems if you forget.

8. Issue the command "cd urbanterror/q3ut4/" to move into the q3ut4 directory.

9. Use your favorite linux file editor to edit the server.cfg file as explained in this manual.

10. Write a shell script to start your server.

Issue the command "cd ~/urbanterror/" to make sure you are in the root urbanterror directory. Using you text editor, make a file called start.sh, in the file you wish to have the following.

"#!/bin/bash
while true
do
/home/urt/urbanterror/ioUrTded.i386 +set fs_game q3ut4 +set dedicated 2 +set net_port 27960 +set com_hunkmegs 128 +exec server.cfg
echo "server crashed on `date`" > last_crash.txt
done"

This script will automatically restart your game server should it crash. Useful also because a /RCON quit command will reset you server the old fashioned way.

11. You can now start you server by issuing the command "sh start.sh"

12. If you wish to run this as a screen, which you probably do make sure you have the application screen (if not check their website for details on how to install it), issue the command

"screen -m -d -S UrT-Server sh start.sh"

This will then run the server in the screen, and you will not shutdown your server when you terminate your shell. You are finished, good job! Now go play.

Windows Server Install Guide

First of all you need to acquire the Urban Terror installer. You can download this form many mirrors listed on the main Urban Terror website. Once you have downloaded this file, install it as per the instructions along with the installer.

Once you have installed Urban Terror go to the Urban Terror directory. This is by default c:\Program Files\Urban Terror. You will then see a q3ut4 directory. Go into this folder and you should see a lot of files. One is called the server.cfg. Edit this file to the required settings (this is covered later in this manual).

To run your server go back to the Urban Terror directory where you saw the q3ut4 directory. You should see the file ioUrTded.exe, RIGHT click drag this to your desktop and create a shortcut.

Once you have your shortcut, right click on it and go to properties. Find the field called "target".

It should look like this

"C:\Program Files\UrbanTerror\ioUrTded.exe"

Change it to

"C:\Program Files\UrbanTerror\ioUrTded.exe" +seta net_port <port> +exec <configname>
"C:\Program Files\UrbanTerror\ioUrTded.exe" +seta net_port 27960 +exec server.cfg

Now you can click the shortcut and run the game!

Running ioUrbanTerror

Unzip the UrbanTerror installer. Edit the server.cfg and mapcycle.txt in the q3ut4 folder to your desired settings and start the server with the following arguments: +exec server.cfg. For servers running Windows, you use ioUrTded.exe for servers running Linux use ioUrTded.i386.

Running Quake III Arena (& Punkbuster)

Install Quake III and Point Release 1.32. This also installs PB. Update Punkbuster with PBSetup. Install and unzip Urban Terror so that you have the /baseq3 folder, the quake3-executable and q3ut4 folder together in the same folder. Edit the server.cfg and mapcycle.txt in q3ut4 to your desired settings and start the server with the following arguments: +set fs_game q3ut4 +set dedicated 2 +exec server.cfg. For servers running Windows use quake3.exe, on Linux servers us q3ded.

General Information

Game Types

Bomb & Defuse (Bomb - gametype 8) The Red Team is the offensive team, who attempts to plant the bomb in one of two strategic locations denoted by the pulsating icon. The Blue Team defends the plant locations, either trying to kill the entire team or to defuse the bomb once it has been planted.

The offensive team has the full round time limit to plant the bomb. Once the bomb has been planted, the round time will stop, which results the bomb timer starting its countdown to detonation, either exploding or be defused by the defending team.

Capture & Hold (C&H - gametype 6) Numerous flags or "capture" points are positioned around the level. When you occupy those points the flag changes to your team's color (red or blue). Every minute your team scores a point for each flag of your team's color. Your goal is to "hold" as many flags a possible at each scoring interval. If you get killed, you can respawn after a brief delay.

Capture the Flag (CTF - gametype 7)Each team has a home base which holds a flag. The team's goal is to get the flag from the enemy base and bring it back to their base. You must prevent the enemy from doing the same. If you are killed you must wait to respawn back into the game.

Free for All (FFA - gametype 0,)It is each gamer for themselves, in this fast paced game mode. After a preset number of minutes or frag count the round will end and the winner is the person with the greatest number of kills. If you are killed you will respawn at a random location on the map after a short delay.

Follow the Leader (FTL - gametype 5)At the beginning of each round the server selects one person on your team as the "Leader." The leader is designated by a red or blue helmet. A flag also spawns with your team. Your goal is to score as many points as you can. Only the leader can get points from touching the enemy flag. The round ends when a leader on either team touches an enemy flag, or either team is killed. If you are killed you cannot respawn until the end of a round.

Team Deathmatch (TDM - gametype 3)Your goal is to accrue kills for your team. After a preset number of minutes or total frags the round will end and the winning team is the one with the greatest number of kills. If you are killed you will respawn at a random map location after a short delay.

Team Survivor (TS - gametype 4) Your goal is to annihilate the opposing team. The round ends when all the members of one team are killed, the team left standing is awarded a point. If you are killed you cannot respawn until the next round. Depending on the server settings sudden death could apply.

Map Cycles

Map cycles in Urban Terror have been done to make configuring them easier. Instead of having strange commands in your server.cfg, Urban Terror loads maps and sets information from a simple text file.

By default, the map rotation file is called mapcycle.txt. This file must be placed in the q3ut4 folder of the server. You can change the name of the map cycle file by setting the g_mapcycle CVAR to the name of the alternate file. For example, to use a map rotation file called mymaps.txt, you'd go to the console and type:

/g_mapcycle " mymaps.txt"

The map rotation file is a basic text file (you can use MS Notepad, BBEdit, Word, etc to create it). In its most simple form, the file is just a list of maps, one map to a line. When the last map is finished, the first map in the file is loaded and the process repeats. So, for example, a mapcycle.txt that looks like this:

ut_ricochet
ut_swim
ut_uptown

Would load up ricochet, then swim, then uptown, and then restart.

You can also use the map rotation file to set any server CVAR. The format for this is:

[mapname]
{
   [cvar] [value]
   [cvar] [value]
   ...
}

The [cvar] is the name of any Urban Terror server CVAR (eg: g_gametype) and the value is the value you want it set to. In the following example, the first example has been extended to set CVARs on ut_uptown:

ut_ricochet
ut_swim
ut_uptown
{
   g_gametype 6
   g_friendlyfire 1
   g_maxteamkills 0
} 

Recommended Settings

Reserved for future use.

Gear Calculator

This simple program will allow you to reverse calculate the figure needed when you want to restrict what weapons/gear (grenades) are used on a server. This server CVAR is g_gear and is set to zero, which is the default condition. Use the g_Gear Calculator now.

Allowvote Calculator

The Allowvote Calculator works much like the g_Gear Calculator, in which it allows you to calculate the g_allowvote figure. By clicking on what can be voted on you will determine a unique figure that will be entered under the g_allowvote setting.

For example, if you wanted to let gamers vote on what map to play, cycle to the next map, kick a player and shuffle teams the figure would be '92' or set g_allowvote "92" in the server.cfg file. Use the Allowvote Calculator now.

Autodownload

Auto-downloads only work on ioUrbanTerror clients of at least version 1.35urt (check your console to see the version), that have auto-download enabled (cl_autodownload 1). It works on any server.

The server sets a URL of the location of the maps using: sets sv_dlURL "mysite.com" (keep the URL as short as possible). When a client doesn't have a map that's being played, it will try to download it from that URL. For example, the map that is being played is ut4_example.bsp, the sv_dlURL is mysite.com and the client doesn't have the map. It will then try to download it from: http://mysite.com/q3ut4/ut4_example.pk3. So when your sv_dlURL is mysite.com, make sure the actual pk3's are in http://mysite.com/q3ut4/.

In 4.1, the default sv_dlURL is "urbanterror.net". There's a script running on urbanterror.net that will spread the downloads over multiple mirrors. Your client will need to be at least of version 1.35urt (supports redirects) and send a correct referrer (ioQ3://x.x.x.x) for the script to accept the request. Some security software blocks the referrer and you will get a 403 error. Turn off that 'security'.

Server CVARs

Server CVARs can only be changed by people with access to a server. Generally, if you are playing in an online game your console commands will have no affect on the server settings. The only time you need to worry about server CVARs is if you are running a server. For a description of all the Quake III Arena CVARs see Command Keen's Quake 3 Console Page.

UT Specific CVARs

These are variables that are unique to Urban Terror. You can enable and disable them in the server.cfg file that came with Urban Terror.

Server Name & Daily Settings
  • set sv_hostname: Your server name here.
  • set g_motd: Your message of the day here, it is displayed while connecting.
  • set sv_joinmessage: Your join message here, it is displayed when the game is joined.
General Game Settings
  • set sv_maxclients "12": Max client slots available on the server, using more than 16 is not recommend. It can cause lag and most levels are not built for it. (Default 12)
  • set g_maxGameClients "0": Max clients that can actually join the game. Other clients will be forced to spectator. (Default 0=all)
  • set sv_privateClients "0": Number of private slots. This number will be reserved for players who enter the right private password.
  • set g_gametype "4": 0=FreeForAll, 3=TeamDeathMatch, 4=Team Survivor, 5=Follow the Leader, 6=Capture and Hold, 7=Capture The Flag, 8=Bombmode. (Default 4)
  • sets sv_dlURL "urbanterror.net": Sets the address for auto-downloading. Auto-download only works on ioUrbanTerror clients. The client will try to download <sv_dlURL>/q3ut4/mapname.pk3. So if your server is running ut4_coolmap and sv_dlURL is set to 'yoursite.com/maps', make sure the maps is hosted at http://www.yoursite.com/maps/q3ut4/ut4_coolmap.pk3. Leaving this set 'urbanterror.net' will make it use a map mirror with the most common maps on it. If you got your own hosting, please us that though, to save bandwidth.
Passwords
  • set rconpassword "": Password to control the server remotely using RCON.
  • set sv_privatePassword "": Password for private slots.
  • set g_password "": Password for the server. Nothing = public.
Limits & Times
  • set timelimit "20": Time in minutes before map is over, 0=never. (Default 20)
  • set fraglimit "10": Amount of points to be scored before map is over, 0=never. (Default 10)
  • set capturelimit "0": Amount of flagcaps before map is over, 0=never. (Default 0)
  • set g_warmup "15": Time in seconds before game starts when changed to a new map. This gives slower computers time to load before game starts. (Default 15)
Respawn (TDM,CAH, CTF)
  • set g_respawnDelay "8": Seconds before respawn, ignored when g_waverespawns is 1. (Default 8)
  • set g_forcerespawn "20": Seconds before respawn is forced, even when plater did not press fire. (Default 20)
  • set g_waverespawns "0": Use waverespawns, meaning everybody in a team respawns at the same time. (Default 0)
  • set g_bluewave "15": Seconds between blue wave respawns, ignored when g_waverespawns is 0. (Default 15)
  • set g_redwave "15": Seconds between red wave respawns, ignored when g_waverespawns is 0. (Default 15)
  • set g_respawnProtection "2": Amount of seconds a spawning players is protected from damage. (Default 2)
Rules
  • set g_deadchat "1": Determines if alive players can see dead players message. 0=living players can not see dead players chat 1=living players see only team-messages from dead teammembers 2=living players also see normal chats from dead players. (Default 1)
  • set g_antiwarp "1": Enable or disable antiwarp. This option smooths the movement of warping players (warping is caused by a poor connection, for instance downloading porn during playing). The warping player will experience stutters when this is enabled. (Default 1)
  • set g_antiwarptol "50": Tolerance of the antiwarp. Higher = more tolerant. (Default 50)
  • set g_gear "0": Bitmask that decides which votes are allowed and which not. Check http://www.urbanterror.net/gear_calc.html to find the correct number.
  • set g_allowvote "536871039": Bitmask that decides which votes are allowed and which not. Check http://www.urbanterror.net/allowvote_calc.html to find the correct number.
  • set g_failedvotetime "300": Time in seconds before someone can call another vote after another has failed. (Default 300)
  • set g_followstrict "1": 1=no haunting of enemies when dead. (Default 1)
  • set sv_floodprotect "1": 1=stops clients from spamming many chat lines. (Default 1)
Matchmode
  • set g_matchmode "0": Matchmode is for matchplay. Features timeouts and ready-commands. (Default 0)
  • set g_timeouts "3": Amount of timeouts that a team can have per level. (Default 3)
  • set g_timeoutlength "240": Length of the timeout. (Default 240)
  • set g_pauselength "0": Length of a pause. This can only be done by RCON. 0=indefinitely (Default 0)
Team Game Settings
  • set g_friendlyFire "1": 0=no friendlyfire 1=friendlyfire on, kick after too many TK's 2=friendlyfire on, no kicks. (Default 1)
  • set g_maxteamkills "3": Amount of team kills before you get kicked when friendlyfire is 1. (Default 3)
  • set g_teamkillsforgettime "300": Amount of seconds before team kills are forgotten. (Default 300)
  • set g_teamautojoin "0": Force players to auto join on connect, instead of letting them spec until they join themselves. (Default 0)
  • set g_teamForceBalance "1": If on, you can't join a team when it has more players then the other. (Default 1)
  • 'set g_maintainTeam "1": When switching maps, players will stay in their team. (Default 1)
  • set g_teamnamered "": Name for the red team, nothing = Red Dragons.
  • set g_teamnameblue "": Name for the red team, nothing = SWAT.
  • set g_swaproles "0": When map is over, play it again with the teams swapped (recommended for bomb mode). After that, change map. 0=change map immediately when map is over, no swapping of teams. (Default 0)
Game Specific Settings
  • set g_maxrounds "0": Number of rounds before map is over, 0=never. (Default 0)
  • set g_RoundTime "3": Maximum minutes a round can take. (Default 3)
  • set g_survivorrule "0": 0=teams don't get a point when time is up before everyone is dead. 1=team with most players left gets point. (Default 0)
  • set g_suddendeath "1": When map is over and both teams have same amount of points, add another round. (Default 1)
  • set g_bombdefusetime "10": Number of seconds it takes to defuse bomb. (Default 10)
  • set g_bombexplodetime "40": Number of seconds before bomb detonates after planting. (Default 40)
CTF Specific Settings
  • set g_flagreturntime "30": If a flag is dropped, return it after this amount of seconds. (Default 30)
  • set g_hotpotato "2": When both flags are taken, they will explode after this many minutes. (Default 2)
Advanced Settings
  • set sv_strictauth "0": 1=check for valid CD key, this means ioUrbanTerror players will not be able to join. (Default 0)
  • set sv_pure "1"/; Don't let players load modified pk3-files. (Default 1)
  • set sv_maxRate "0": Maximum traffic per second the server will send per client. 25000 or 0 = max. (Default 0)
  • set sv_timeout "180": Time in seconds before player with a interrupted connection will be kicked. (Default 180)
  • set g_inactivity "0": Time in seconds before a non-moving player will be kicked. (Default 0)
Master Servers
  • set sv_master1 "": This one will be set automatically by the game-engine, so just leave it blank
  • set sv_master2 "master.urbanterror.net"
  • set sv_master3 "master2.urbanterror.net"
  • set sv_master4 "master.quake3arena.com"
  • set sv_master5 "": Future master server.
Miscellaneous Settings
  • set g_armbands "1" //determines the behaviour of the armbandcolor (also shows on playerlist and minimap). 0=player's choice, set with cg_rgb 1=Based on teamcolor (red or blue) 2=assigned by server (random)
  • set sv_maxping "0": Max. ping a client may have when connecting to the server. (Default 0)
  • set sv_minping "0": Min. ping a client may have when connecting to the server. (Default 0)
  • set g_allowchat "2": 0=no chatting at all 1=teamchats only 2=all chats. (Default 2)
  • set g_log "games.log": Name of the logfile. Empty ("") means no log. Log will be in the q3ut4 folder in windows. Linux uses ~/.q3a/q3ut4. (Default games.log)
  • set g_logsync "1": Enables/disables direct writing to the log file instead of buffered. (Default 1)
  • set g_loghits "0": Log every single hit. Creates very big logs. (Default 0)
  • set g_logroll "0": Create new log every now and then, instead of always using the same one. (Default 0)
  • set logfile "0": Additional logging in separate qconsole.log file. 1=buffered, 2=synced. (Default 0)
  • set g_cahtime "60": Interval in seconds of awarding points for flags in Capture and Hold gamemode. (Default 60)
Map Rotation
  • set g_mapcycle "mapcycle.txt": Name of mapcycle file, located in q3ut4 directory. (Default mapcycle.txt)
  • map ut4_casa: What map to start with. (Default ut4_casa)
Anti Cheat
  • //pb_sv_enable: To enable PB (only works when using Quake III Arena, not ioUrbanTerror).
  • set sv_battleye "0": Keep this disabled, BattlEye is dead.

Administration

Remote Control (RCON)

"RCON" is short for remote control; it allows you to make changes to the server and gives you access to administrative commands when you're connected to a remote server. To use the RCON, you first need to enter the password by typing:

/rconpassword [yourpassword]

After you have enter the RCON password you can access all the RCON capabilities, by typing:

/rcon [command]
RCON Commands

These commands allow individuals to remotely administer a server. Their use is based on having the RCON password. These commands are to be used in the console.

Kicking

There are two ways to do this. The first is to kick them using their player name:

/rcon kick [playername]

The second is to use their user number on the server:

/rcon status (this is to get a list of players and their user numbers)
/rcon clientkick [usernumber] 
Restart Server

While you can't actually restart the server, you can reload the server.cfg, which amounts to about the same thing.

/rcon exec server.cfg
Ban an IP

The first thing that you have to do before banning anyone is to add this line to the server.cfg file:

set filterBan 1

Now you can add an IP to the ban list by typing at the console:

/rcon addIP [ip_address] (you can also use IP masks)

To remove an IP from the list:

/rcon removeIP [ip_address]

To list the IPs currently banned use the banlist.txt file.

Referees

Referees are a feature that has been added to help server admins manage their servers. The referee is like a less powerful version of RCON: you can set a password and give it out to trusted players. Unlike RCON, the referee has limited control over how they can affect the server. It gives them the ability to do things like mute annoying players, kick them and even ban them from the server for up to 3 hours. All referee commands start with the ref command. The basic referee command looks something like this:

ref {refcommand} [{parameters} ...]

Referee commands can only be used by a client who has logged on as a referee using the reflogin command with a valid password. If a password has not been set, or if the server has disabled the referee function, no one will be able to login as a referee.

Enabling Referees

To enable a referee, a server admin first needs to set the referee password:

/g_refpass "password"

Then set whether the referee can ban people:

  • /g_refNoBan 0 (to give them ban power)
  • /g_refNoBan 1 (to stop them from banning players)

Finally enable referees:

/g_referee 1

Be very careful with allowing referees to ban players on your server, unless you can trust them to use the power responsibly. Otherwise, you might find angry players boycotting your server!

Log on as Referee

To login as a referee you need to ask the server administrator for the referee password. Once you have it, you can login by pulling down the Quake III console and typing:

/reflogin "password"

If you enter the password correctly and the server is set up to allow referees, then you will receive a message telling you that you have successfully logged in. Once logged in you can use all the referee commands. These commands and their effects are listed below.

Referee commands
Command Usage Description
Kick ref kick player [reason] Kicks a player from the server but does not ban them. You can enter either a player name or a client number (use the status command to see client numbers), so you can either do: /ref kick playername or /ref kick 5. You can also give an optional reason that the player was banned.
Mute ref mute player seconds Mutes a player for some number of seconds. Useful to shut up trolls. The player can be either a player name or a client number.
Forceteam blue|spectator|free Forces a player onto a team or into spectator mode. The player can be either a player name or a client number. Use "free" as the team name to ask the server to place them onto the team with the least players.
Ban ref ban player minutes Bans a player from the server. After using this on a player, the player cannot rejoin the server for a specified number of minutes. The player can be either a player name or a client number. Using this command, a referee can ban a player for up to 3 hours (180 minutes).
Resign ref resign Use this to make yourself a normal player again. You are also automatically stripped of your referee rights if you disconnect from the server.
Help ref help Prints out brief information about ref commands and what they do.

Server Bots

These are programs that run on a server in order to provide additional features not provided by Urban Terror. Bots can be used for administration, statistical parsing of game logs and to advertise your server(s). While this manual will not provide detailed information for downloading and installing these third party applications, you can find a list of them below:

Commonly Asked Questions

Reserved for future use.

Resources

Log parser programs
program 
Freely usable sv_dlurl 
Admin tool
Server Status Script 
MOTD randomnizer

TROUBLESHOOTING

  • What does it mean when ioUrbanTerror doesn't load and I get this error message, "GLW_StartOpenGL() - could not load OpenGL subsystem"?

It means you ave encounter a video issue, possibly trying to load Urban Terror in a resolution that is not supported. Go into your config file and change r_mode to "4". This will return the resolution to '800x600' when you restart the game.

  • If you get the error message of "invalid game folder" then you're trying to join a server that is a different version.

Make sure you are running the most current version of Quake III Arena (v1.32). If you aren't, then download the latest Point Release.

  • If you're having issues with your mouse, check to see what your /in_mouse setting is at. By default in_mouse is set to "-1", to change this via console, type:
/in_mouse (to see what the current value is)

then to change it:

/in_mouse "1" or "-1"

then for the setting to take effect:

/in_restart
  • Can you explain the difference between ut_timenudge and cl_timenudge?

They both do the same thing; modify timestamps on packets to make things appear they arrived later then they really did, except cl_timenudge affects your outgoing packets too. This can be exploited to make you appear to warp if you turn it on and off quickly. It can also be used to change how standard Q3 projectiles, like rockets behave, if you use negative values (it fast forwards them along their path a little bit...very silly idea).

The CVAR, ut_timenudge doesn't affect your outgoing commands (so no benefit to negative values), but the server is notified about your "buffer" so that anti-lag can be matched up to compensate for your world-view delay. So basically, cl_timenudge equals exploits and ut_timenudge equals no exploits.

FAQ

FPS

People with dual core cpu's might need to turn off affinity on 1 core (through the windows task manager or automated using this). Nvidia users may need to change a setting in the Nvidia control panel to disable threaded optimization and/or setting Multi-display/Mixed GPU acceleration to "Single display performance mode". Also, make sure you have the newest drivers from either Nvidia or ATI.

To get better fps on slow machines, try disabling anti aliasing and anisotropic filter in your video card control panel. Also in the Urban Terror system menu, try a lower resolution, and low texture quality. Turning on 'Compress textures' helped some people too.

Bots

They still work, after doing /bot_enable 1 and /addbot , but they are not supported! They might cause problems and crashes! More info here.

Avi Recording

First record a demo (default key = f12), then play the demo and use /video and /stopvideo to record an avi. You can use cl_aviframerate to set the framerate and cl_aviMotionJpeg to choose uncompressed or MPJEG Codec. It is recommended to use low resolutions when recording .avi's. Check out this thread as well.

All Seeing Eye

Using the All Seeing Eye (ASE) you can set options to use ioUrbanTerror.exe instead of quake3.exe if you want. You can use these filters to filter 4.1 servers. It goes in the filters.txt in your ASE directory.

You can also use Qtracker as it supports 4.1.

Funstuff

You can set funstuff with /funred and /funblue. The options are comma delineated and depend on team affiliation, race and wearing a helmet or not. They do not work in FFA.

Example: "/funred cigar, jason, viking"

These sites show most available options: here and here.

Mouse Sensitivity in ioUrbanTerror

If your sensitivity feels 'accelerated' in ioUrbanTerror, check this post.

Other Mouse Problems

If you're having issues with your mouse, check to see what your /in_mouse is at. in_mouse is set to -1 by default, to change this via console, type:

/in_mouse (to see what the current value is)

then to change it:

/in_mouse "1" or "-1"

then for the setting to take effect:

/in_restart

Also, if your mouse 4/5/6/7/8 buttons aren't working try binding them to keyboard stroke. Many mouse drivers let you do this (Logitech for example), otherwise there's other programs available that let you do this.

Errors

"invalid gamefolder"

First check if you are on v4.1. In the right bottom on the main menu you can see if it says v4.0 or v4.1. If you are running v4.1 and still get this message, the server you are trying to connect to is running v4.0. Just try other servers until you find one that is v4.1.

Client unknown to auth

This happens when the server requires you to have a valid Q3A key. ioUrbanTerror cannot connect to the server and will give this error.

If you use Q3A and do have a valid key and get this error, delete all files called 'q3key' in your quake3-dir and subdirs. Start Quake III Arena, enter key, quit application. Restart.

Interface X expected (Q3A only)

Install Q3A Point Release 1.32

Couldn't load xxxx.bsp

Server is running a map that you don't have. Go get it on a map site. If using ioUrbanTerror, change /cl_autodownload 1 and reconnect. If the server set it up properly, you will be able to auto-download it.

Proper Shortcut

To create a shortcut for Urban Terror, right-click on your desktop and select 'New', then 'Shortcut'. A dialog box will appear asking for the location of the program we're creating a shortcut for. Browse to your Urban Terror or Quake 3 folder and select quake3.exe or ioUrbanTerror.exe. Press Next then enter in "Urban Terror 4.1" as the name, then press Finish. You should now have a shortcut on your desktop labeled "Urban Terror 4.1". If you used ioUrbanTerror.exe, that's it, you can now start Urban Terror.

If you used quake3.exe, it still has the Quake 3 icon, and if you run it, it only opens Quake 3. Right-click on the shortcut and select Properties. Click on the "Change Icon" button and browse to your Urban Terror folder and select the "q3ut.ico" file (Eg: C:\Quake 3 Arena\q3ut4\q3ut.ico). Hit OK. Next in the "Target" field we need to add some information to the existing line to tell quake3 to launch Urban Terror. After the last quote put in a space then type in "+set fs_game q3ut4" (without the quotes) so that for example it looks like: "C:\Quake 3 Arena\quake3.exe" +set fs_game q3ut4. Press the OK button and you now have a working Urban Terror 4.1 shortcut.