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 f