INTRODUCTION

1.0.0 - BACKGROUND INFORMATION

2.0.0 - INSTALLATION

3.0.0 - QUICK START GUIDE

4.0.0 - CONTROLS & INTERFACE

4.1.0 - Key Bindings
  4.1.1 - Any new keys that I need to bind?
  4.1.2 - Key/Command Chart
4.2.0 - Client CVARs
  4.2.1 - Changing the color of the crosshairs
  4.2.2 - Add sub section here
  4.2.3 - Add sub section here
  4.2.4 - Add sub section here
4.3.0 - Configuration Files
  4.3.1 - What are configuration files?
  4.3.2 - How are configuration files started?
  4.3.3 - Could you explain these config files?
  4.3.4 - Creating adn autoexec.cfg file
  4.3.5 - How to modify the autoexec.cfg
  4.3.6 - How come my autoexec isn't working?
  4.3.7 -I get an error and my script doesn't work
  4.3.8 - Where can I find more info on scripts?
4.4.0 - User Interface
  4.4.1 - User interface
  4.4.2 - The starting interface (out of game)
  4.4.3 - The in-game interface
  4.4.4 - Joining a team and selecting your gear.
  4.4.5 - Choosing your player model and skin
  4.4.6 - The player models/skins
  4.4.7 - The heads up display (HUD)
  4.4.8 - Visible weapon switching interface
  4.4.9 - The radio interface
  4.4.10 - Keeping score
  4.4.11 - The mini-map
  4.4.12 - How do I use cg_maptoggle?
4.5.0 - Specific Commands
  4.5.1 - Stop myself from bleeding to death
  4.5.2 - Healing your teammates
  4.5.3 - Ability to grab and climb ledges
  4.5.4 - How do I turn items off?
  4.5.5 - How do I open doors?
  4.5.6 - Using the alternate fire key
  4.5.7 - Assigning the string variables
  4.5.8 - Breakout key assignments
  4.5.9 - Snake key assignments

5.0.0 - URBAN TERROR WEAPONS

6.0.0 - URBAN TERROR GEAR

7.0.0 - URBAN TERROR MAPS

8.0.0 - SERVER SETUP & ADMIN

9.0.0 - COMBAT TECHNIQUES

10.0.0 - TROUBLESHOOTING

CREDITS

4.0.0 - CONTROLS & USER INTERFACE

4.1.0 - Key Bindings

Urban Terror requires you bind quite a few keys that are non standard to Quake 3 Arena. As mentioned in Section 3.0.0, there are about five keys required to play. If you would like to take more time to set up your keys for movement, weapons, special use keys and radio commands, then go through Section 4.0.0.

4.1.1 - Are there any new keys that I need to bind for Urban Terror?

There are quite a few new options and controls to configure for Urban Terror. You have two methods of setting your controls, in-game and in your configuration file (config or .cfg file). Controls can be modified before entering a game by clicking SETUP->CONTROLS. 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 only, is to pull down the Quake3 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.

The following section will list the controls, the default keyboard/mouse mapping, a description and the Quake III command for each key.

4.1.2 - Key/Command Chart

Controls->Look Default Key Definition Command
Look Up PAGE DOWN Looks up +lookup
Look Down DELETE Looks down +lookdown
Mouse Look \ Activates ability to look in 360 degrees with the mouse when held down. +mlook
Center View END Centers your view centerview
Zoom Weapon In ??? Zooms your weapon in (If the weapon has a scope) ut_zoomin
Zoom Weapon Out ??? Zooms your weapon out (If the weapon has a scope) ut_zoomout
Zoom Reset ??? Resets your weapon zoom (If the weapon has a scope) ut_zoomreset
Free Look On by default Setting that enables / disables ability to look in 360 degrees with the mouse cl_freelook (0/1)

Controls->Move Default Key Definition Command
Always Run On by default Setting that forces your player to always run instead of walk cl_run (0/1)
Run / Walk Shift Toggles between running and walking when depressed +speed
Walk Forward W or UPARROW Primary forward movement key +forward
Backpedal S or DOWNARROW Primary backpedal movement key +back
Strafe Left A Primary left movement key +moveleft
Strafe Right D Primary right movement key +moveright
Up / Jump SPACE Primary jumping/move up key +moveup
Down / Crouch C Primary crouching/move down key +movedown
Turn Left [optional] LEFTARROW Turns player to the left +left
Turn Right [optional] RIGHTARROW Turns player to the right +right
Sidestep / Turn ALT or MOUSE2 Turns the player to the side +strafe
Sprint ??? Makes your player sprint (faster then running, but at a cost of losing stamina) +button8
Sprint (alternate method) ??? Alternate method of sprinting (only works when you have strafe left bound and strafe right each bound to a single key only) Hold down left and right strafe keys, while pressing move forward.

Controls->Shoot Default Key Definition Command
Attack Control or MOUSE1 Primary attack key +attack
Reload ??? Reloads current weapon +button5
Weapon Fire Mode ??? Changes current weapon's firing mode: semi-auto, burst, or fully auto (only if current weapon supports more then one firing mode) +button3
Previous Weapon [ or MWHEELUP Cycles to the previous weapon in your inventory weapprev
Next Weapon ] or MWHEELDOWN Cycles to the next weapon in your inventory weapnext
Drop Weapon 3 Drops current weapon ut_weapdrop

Controls->Misc Default Key Definition Command
Show Scores TAB Displays the current scoreboard +scores
Bandage ??? Bandages your wounds +button6
Use / Open Door ??? Uses / opens objects in the real world, such as doors or waypoint computers +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 ??? 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 Key Definition Command
Chat T Enables you to chat with people on the server messagemode
Team Chat ??? Sends your chat messages to only those on your team messagemode2
Target Chat ??? Sends your chat messages to person under crosshairs messagemode3
Attack Chat ??? Sends your chat messages to the person who last attacked you messagemode4
Radio Menu ??? Opens the radio message interface ut_radio

4.2.0 - Client CVARs

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

4.2.1 - Client CVAR Chart

Client cvars can be changed by anyone, 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 cvar, 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_maxFragments 16. This cvar would set the cg_maxFragments cvar to "16". You can enter the name of the cvar without a value to see what it is presently set to.

CVAR Default Description
cg_antilag 1 Recommended to remain at '1', as it helps to predict weapons. This cvar determines whether your aim is effected by ping. Example, a 300 ping would require you to lead your shot by 300ms.
cg_autoRadio 0 Toggles a 'Fire in the hole' message that is played globally. If set to '1' the message will be heard.
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 (4 seconds) 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_crosshairRGB 1 1 1 1 Color of your crosshair.
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_drawTeamOverlay 0 If set to 1, the team status overlay will be turned on. If set to '2' you will see team statistics and number of enemies remaining.
cg_fov 90 Your default field of vision. This variable is limited between 90-110.
cg_gunCorrectFOV 1 If set to 1, fixes the perspective on the in-view weapon so it doesn't look so distorted. Normally you'll want this on.
cg_gunSize 0 If set to 1, makes the size of the in-view weapon smaller for people who prefer it that way.
cg_mapAlpha .6 Changes the transparancy of the mini-map on the screen.
cg_mapArrowScale 1 Changes the size of your player arrow on the mini-map.
cg_mapArrowAlpha .7 Changes the transparancy of the 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 150 Changes the size of the mini-map on the screen.
cg_mapToggle 1 Toggles the mini-map on and off.
cg_markTotaltime 10000 (10 seconds) 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_maxPrecip 128 Maximum number of drops of rain, or flakes of snow you will see on maps that have it. Normally a map will define the maximum amount of drops, but the effects can impact on performance a great deal. Cutting back on maxPrecip can make a big difference. You can even turn off weather effects altogether with cg_maxPrecip 0, if it is slowing you down too much.
cg_msgHeight 4 As cg_chatHeight, but for messages (for example, console messages, server messages and hit locations)
cg_msgTime 4000 As cg_chatTime, but for messages (for example, console messages, server messages and hit locations)
cg_radar 1 Enables the radar screen in specific game modes.
cg_radarRange 2000 Changes the radar in units the radar can detect.
cg_scopeRGB 0.9 0 0 0.65 Default color of the scope when zoomed in
cg_scopeFriendRGB 0 0 0 0.8 Default color of the scope when your crosshair is over a teammate.
cg_sfxBrassTime 2500 (2.5 seconds) 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_sfxMuzzleFlash 1 If set to 0, the muzzle flash from weapons won't be shown. Please note this is not a cheat. You only turn them off in your view: you will not be able to see other people's muzzle flashes, but they'll still see yours.
cg_sfxParticle 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_sfxParticleSmoke 1 If set to 0, turns off smoke effects associated with some particle effects, including blood clouds caused by player hits. Setting this to 0 can improve frame rate a small amount.
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_sfxZoomedWeapon 0 Controls whether you see your weapon in first person view when zoomed or not. Usually zooming changes the perspective of near things a great deal, so by default the in-view weapon is removed from your view when you are zoomed. Some people may prefer it on.
cg_showBulletHits 1 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 0 If set to 1, will display player name, weapon and health in team color above the player model in spectator mode only.
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.
cg_visibleBleeding 5 Maximum number of places you see people bleeding from. When a player gets hit, they bleed from the location they were hit. This can cause a small performance hit, so people on low performance systems should set this lower.
com_blood 1 If set to 0, then no blood or damage skins will be displayed when a gamer is shot, nor will heads be blown off.

4.2.1 - Changing the color of the crosshairs

Urban Terror 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

Use this color chart for the following cvars:

  • \cg_crosshairRGB

  • \cg_crosshairFriendRGB

  • \cg_scopeRGB

  • \cg_scopeFriendRGB

Values with a decimal, for example, "1 .5 .5 1" will need to have a preceeding zero included in order to work. So in the example, "1 0.5 0.5 1" would be the correct value to have light red.

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:

\cg_crosshairRGB "1 1 1 1" - This would set the color of the crosshairs to white.

\cg_crosshairRGB "1 0.5 1 1" - This would set the color of the crosshairs to a light pink.

You cannot set the crosshairs in order to identify enemies, only teammates.

To find the x-hair color thats right for you grab any graphic's application that use's a standard RGB pallet, and find some thing that you like in its color picker, which should list values like so roughly:

Red: 34
Green: 128
Blue: 243

Hehe what that color is I haven't the slightest off hand. Now take and divide those values by 255.

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

Now since the x-hair color cvars values are in this order Red,Green,Blue,Alpha we would then use the above values like so:

set cg_crosshairRGB 0.13,0.5,0.95,1

Or if you only want it some what visable:

set cg_crosshairRGB 0.13,0.5,0.95,0.6

 

4.3.0 - Configuration Files

4.3.1 - What are configuration 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 experinced gamers will create their own personal configuration files, with or with out scripts included just so the game is tweaked so that they can better interact with the game. These range from tweaking the network settings so that the connection to the server is always smooth as sild, or its to pull a few more FPS out of thier system, or just to have all the keys where they want them.

In order to aid you in setting up your first config file, we recommend you download and save this sample.cfg (right-click and SAVE AS). This file was created by Nologic over at UT Scripts and is an excellent starting point. Each section is commented, such as "Movement", "Weapons" & "Radio" as well as a section dealing with cvar values. This should help you out when trying to find your own perfect setup.

4.3.2 - How are Configuration files started?

When Quake III Arena starts it automatically executes three config files by default. First off the default.cfg is executed and will create a q3config.cfg if one isn't already present, next is the q3config.cfg if its present, lastly is the autoexec.cfg if its present. Each one over writes the priors ones values and binds upon exectution.

4.3.3 - Could you explain these config files?

The default.cfg is stored in one of the main pk3 files of the host game, and provides basic binds and cvar values, and will create a q3config.cfg if currently there isn't one present. This file can not and should not be edited.

The q3config.cfg is created or over written each time the game is exited correctly. Should the game exit incorrectly because of a crash or simply executing the command "quit" in the console, the then current values and binds will not be written to the q3config.cfg. This so that the game may recover from the crash by using the last known working values and binds. Also any changes you make in the SETUP->CONTROLS will be reflected in this file. This file should not be edited, and it should not be write protected.

The autoexec.cfg is where all customization should be done. This over writes all values and binds set by the prior two config files, and allows for the execution of many more sub config files should the need arise, this can also be used to store scripts. This file can and should be edited. :)

4.3.4 - Creating an autoexec.cfg config fil

If you don't have an autoexec.cfg file you may create one, just by right clicking in the q3ut3 directory and selecting "New" from the right click menu, move down to and click "Text Document", now name it "autoexec" and change its file extension to ".cfg" rather than its current ".txt".

If you can not see its file extension select "Tools" from the menu bar, then select "Folder Options" from the drop down menu, then select the "View" tab. Now here you be presented with a number of options in the "Advanced settings" tree view. Unmark the following:

Hide file extensions for known file types - Unmark this one

Now click the "Apply" button. Now you are all set to rename text file's ".txt" to config file's ".cfg".

4.3.5 - How to Modify the autoexec.cfg

To modify your autoexec.cfg file, open the .cfg file with Notepad or any other text editor and modify as necessary. Once you have have finished save the file to your q3ut3 folder. I recommend using QBind, as it is a text editor designed for scirpts with a few nice little features. You can find it at the below URL:

www.planetquake.com/clandestyne/qbind.asp

4.3.6 - How come my autoexec.cfg isn't working?

Normally the autoexec.cfg will execute with out a hitch, but there are times when it can fail. Normally this is because of heavy fragmenation of the hard drive, so first try defragging your drive (if any thing it can't hurt).

If the autoexec.cfg file still doesn't execute, you may right click on your shortcut for Urban Terror Beta 3.1, and click on "Properties" from the menu, then on the "Shortcut" tab in the "Target:" field the command line should contain:

"C:\Program Files\Quake III Arena\quake3.exe" +set fs_game q3ut3

Now add the following to that line:

+exec autoexec.cfg

Your command line should now read -

"C:\Program Files\Quake III Arena\quake3.exe" +set fs_game q3ut3 +exec autoexec.cfg

Should it STILL not execute correctly, drop down the command console by hitting the tidle key "~" this is normally the one right above the TAB key. Once the console has been dropped enter the following at the command prompt:

/bind x "exec autoexec.cfg"

With "x" being your preferred key, normally out of the way of your normal binds. I also recomend that the above bind be placed in your autoexec.cfg

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

/exec autoexec.cfg

How ever ether of the above two methods will require you repeat it every time you start the game.

SHOULD IT STILL NOT EXECUTE...hehe shoot your computer...just kidding...frankly I have no idea...and I guess God just doesn't want you to script. ;)

Actually read the next subject that may provid the answer you are needing.

4.3.7 - I get an error and my script doesn't work?

There are two main errors that can happen..both of which I'm drawing a blank on the actual error messages. One deals with to many charters, in other words the script is to big. All scripts should stay under 16KB in size, to solve this problem break the script or scripts into smaller files, that can be then executed from the autoexec.cfg, simply add lines like the following to your autoexec.cfg (with FileName being the name of your files):

exec FileName_1.cfg
exec FileName_2.cfg

Also if you get into using a lot of sub scripts its advised to create a folder in which to store them, to keep your game directory fairly tidy. This can be done by creating a new folder by the name "cfg" in your q3ut3 folder, it doesn't need to be called "cfg" but it works for our purpose. Now place all your sub scripts into this folder, the autoexec.cfg should NOT be placed in this folder by any means. Now in your autoexec.cfg which should still be in your q3ut3 folder add lines that look like so:

exec cfg\FileName_1.cfg
exec cfg\FileName_2.cfg

The other is triggered when you have to many cvar strings active (ie to many scripts) this pops up with some thing like "insert text over flow" 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 thats beyond the scope of this manual.

4.3.8 - Where can I find more information on scripting

If you would like to learn more about modifying your config file, we highly recommend UT Scripts. This site provides many excellent binds and scripts to help you play Urban Terror.

Other helpful links:

Commander Keen's - http://www.planetquake.com/q3console
I.am/Q3A - http://q3a.gamehelp.com
Quake 4 Dummies - http://www.kan.org/michael/Quake
SAS's Guide to Quake3:Arena - http://guides.barrysworld.com/quake3
UPSET CHAPS - http://ucguides.savagehelp.com
the bind arena - http://www.planetquake.com/thebind

4.4.0 - User Interface

4.4.1 - User Interface Defined

The user interface (UI) of Urban Terror 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 even 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 subsaections you will find images of what these sections look like and what each button does.

4.4.2 - The starting interface (out of game)

Below is an image of the starting interface, with descriptions.

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

4.4.3 - The 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 change as designated by the red numbers in the figure below.

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: You can join a team ,select your preferred weapons / gear here, or change your player appearance. (3) Add Bot: Allows you to add bots to single player games. (4) Controls: This is where you set your binds and control related options. (5) System: Graphical system 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. (10) Exit: Let's you quit out of the mod.

4.4.4 - Joining a team and selecting your gear.

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.)

Choose 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 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.)

Team Select Image:

Choose TEAM SELECT in ordr 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, then select 'Spectate.' If this is selected, you are still taking one player slot on the server.

Gear Selection Image:

Choose WEAPONS/ITEMS menu in order to load out your player with weapons and gear. Your primary (1) and secondary (2) weapons are your main weapons. Click on each of these to select your weapons of choice. You must carry a sidearm (3) and have two pistols to select from. Depending on your load out, you can choose grenades (4). You can also carry up to three pieces of gear (5, 6, 7) depending on weapon selection and grenades. See Section 6.0.0 - Gear for a more detailed explanation of loading out your player..

4.4.5 - Choosing your player model and skin

You can choose your player model both in game and out of game. To choose your model from the starting interface, press the SETUP button, followed by the PLAYER button. 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 model of how your character will look in game. To change models, scroll through the head icons and click to select your choice. Your model will change to reflect your choice. Below are two image examples of these menus.

 

From this in game menu (player setup) you can set your 'Name' and 'model' depending on what level is being played. Once you have set this information, click 'Accpet' to save it and continue on.

4.4.6 - The player models/skins

Our player modelers and skinners have produced some really great looking models and skins for you to choose from. Below are the skins [teams] that are available for use in Urban Terror. The teams are now designated by a number, in order for level designers to designate what skins they want used on their level. The numbers in parenthesis are the skin numbers.You can only choose race and gender because the skins are set by the mapper via a set file included with the map:

RED TEAM SKINS
BLUE TEAM SKINS
RED SKIN (0)
BLUE SKIN (0)
RED SKIN (1)
BLUE SKIN (1)
RED SKIN (2)
BLUE SKIN (2)
RED SKIN (3)
BLUE SKIN (3)

4.4.7 - The heads Up Display (HUD)

The HUD for Urban Terror contains familiar elements such as ammunition and some unfamiliar elements such as the stamina bar. Learning how the HUD operates is vital to playing well in Urban Terror. Below is an image that describes the various parts of the HUD.

The HUD is configurable to some degree. You have the option to toggle some of the individual elements on/off or to reposition them on the HUD. (1) is your minimap, which displays teammate positions, medics, captured flags and call for help. More information is provided on the minimap in Section 4.4.11. (2) is a combination hit detection model and stamina bar. The stamina bar is discussed below. (3) is called the team overlay (cg_teamoverlay 1), it provides kill/deaths of each teammate, along with the number of enemies remaining. (4) shows your current weapon, number of rounds and magazines remaining. (5) consists of your mini scoreboard (configured in the menu) and your FPS/ping. (6) is the wave respawn timer, shows the time remaining until gamers on each team respawn. (7) shows the player's name and their health when your crosshairs are moved over them. The green bar represents health, when injured the green bar turns red to show that a player has been injured.

Here is an example of how the stamina bar works graphically:

4.4.8 - Visible weapon switching interface

Urban Terror features a unique system of icons that are displayed when switching weapons or items. A list box is displayed that presents easily identifiable items, along with the ability to see what you are currently carrying at a glance. Below is an example image of how this looks in game.

The two primary features in the above image shows a player's current inventory. You can see a bar 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/Defuse mode). Once the bomb is selected, you cannot carry a weapon, it must be shouldered, in order to arm and plant the bomb.

4.4.9 - The 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 screenshots, with information below that on how the system works.

The first screen appears (1) when you press the key that you bound to open the radio menu. You have a selection of choices of subsections of radio messages: Responses, Orders, Statements and General. Press a number key, or click the section you want with your mouse.

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 (1) where both number key presses and mouse clicks play the radio command.

Radio messages can STILL be played through key bindings in .cfg files or in the console. To bind a key to play a specific message, use this example:

/bind x ut_radio y z

Where x equals the key you press to play the sound, y equals the subsection number of the radio command and z equals the sound file within that subsection. The subsections and radio commands both start with the number 1 and end with the number 9. The first subsection in screen 1 is "Responses", so the subsection number for a radio command within responses would be 1. This also means that inside the subsection "Responses" 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 in the example screenshots, Responses > Reporting for duty, we would type the following in the console:

/bind x ut_radio 1 5

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. Also, 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:

Menu 1 ==== RESPONSES
ut_radio 1 1 Affirmative
ut_radio 1 2 Negative
ut_radio 1 3 I'm on it!
ut_radio 1 4 Area secured.
ut_radio 1 5 Base is secure.
ut_radio 1 6 Medic on the way, hang in there.
ut_radio 1 7 I've got your back.
ut_radio 1 8 Enemy terminated
Menu 2 ==== ORDERS
ut_radio 2 1 Move in.
ut_radio 2 2 Fallback and regroup!
ut_radio 2 3 Hold your position.
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 ==== CONDITION
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***, over?
ut_radio 9 9 Thanks.

4.4.10 - Keeping score

The Urban Terror scoreboard is not only 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.

There are two componants 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.

>4.4.11 - The 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.