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INTRODUCTION
1.0.0 - BACKGROUND
INFORMATION
2.0.0 -
INSTALLATION
3.0.0 - QUICK
START GUIDE
4.0.0 - CONTROLS
& USER INTERFACE
5.0.0
- URBAN TERROR WEAPONS
5.1.0 - Load out information
5.2.0 - Weapon Specifics
5.2.1 - KaBar Next Generation Knife
5.2.2 - Beretta 92FS
5.2.3 - IMI .50 AE Desert Eagle
5.2.4 - Franchi SPAS12 Shotgun
5.2.5 - Heckler & Koch UMP45
5.2.6 - Heckler & Koch MP5K
5.2.7 - Heckler & Koch HK69
5.2.8 - ZM Weapons LR300ML
5.2.9 - Kalashnikov AK-103
5.2.10 - Heckler & Koch G36
5.2.11 - Heckler & Koch PSG-1
5.2.12 - Remington SR-8
5.3.0 - Weapon Binds and Scripts
5.3.1 - Weapon Identifcation Numbers
5.3.2 - Weapon Scripts
6.0.0 - URBAN TERROR
GEAR
7.0.0 - URBAN TERROR
MAPS
8.0.0 - SERVER
SETUP & ADMINISTRATION
9.0.0 - COMBAT
TECHNIQUES
10.0.0
- TROUBLESHOOTING
CREDITS
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5.0.0 -
URBAN TERROR WEAPONS
5.1.0 - Load
out Information
Depending on how you load your character,
you will be able to use a single or multiple items on our weapons.
The 'Attachments' are what you can use with the specific weapon:
LS - Laser Sight and S - Silencer. Not all weapons
can use these specialty items. For example, the sniper rifles
cannot use the laser sight because of their ability to zoom.
The Desert Eagle and the SR-8 are not able to use the silencer.
Make sure you know which items will work with the weapons you
choose.
You can choose up to three items, depending
on how many weapons you have chosen to equip yourself with,
and whether or not you have grenades.
The combinations of weapons, items and
grenades are:
-
2 weapons,
a sidearm, grenades and 1 item
-
2 weapons,
a sidearm, 2 items
-
1 weapon, a
sidearm, 3 items
-
1 weapon, a
sidearm, grenades, 2 items
Note: you must
carry a sidearm and knives.
Some items can
be turned on and off. You can bind any key to turn items on
and off in the controls (Miscellaneous) menu (Press escape,
click controls, click the misc button, click on "use item" and
then press the key you want to bind). You can also drop your
gear and weapons, by binding the corresponding key by selecting
and dropping the item. See the Section 4.0.0
- Controls & User Interface.
5.2.0 - Weapon
Specifics
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KaBar
Next Generation Knife
CALIBER: 6 1/4" blade
MAGAZINE: 5 knives
FIRE MODES: Slash, Throw
ATTACHMENTS: Not Applicable
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Beretta
92FS
CALIBER: 9 X 19mm
MAGAZINE: 15 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Laser Sight, Silencer
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IMI
.50 AE Desert Eagle
CALIBER: .50 AE
MAGAZINE: 7 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Laser Sight
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Franchi SPAS12 Shotgun
CALIBER:
12/70 Round
MAGAZINE: 8 Cartridges
FIRE MODES: Semi-Automatic
ATTACHMENTS: Not Applicable
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Heckler & Koch UMP45
CALIBER: .45 ACP
MAGAZINE: 25 Round Capacity
FIRE MODES: Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
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Heckler & Koch MP5K
CALIBER: 9 x 19mm
MAGAZINE: 30 Round Capacity
FIRE MODES: Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
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Heckler & Koch HK69
CALIBER: 40mm
MAGAZINE: 1 Round [4 grenades]
FIRE MODES: Short, Long
ATTACHMENTS: Not Applicable
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ZM Weapons LR300ML
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
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Kalashnikov AK-103
CALIBER: 7.62 x 39
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Silencer
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Heckler & Koch G36E
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Silencer
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Heckler & Koch PSG-1
CALIBER: 7.62 x 51 NATO
MAGAZINE: 5 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Silencer
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Remington SR-8
CALIBER: .338 Lapua Magnum Round
MAGAZINE: 5 Shot Box
FIRE MODES: Bolt Action
ATTACHMENTS: None
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IMI
NEGEV LMG
CALIBER:
5.56
MAGAZINE: 150
Round Capacity
FIRE MODES:
Automatic
ATTACHMENTS: Laser
Sight
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M-4
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer |
5.3.0 - Weapon
Binds & Scripts
5.3.1 - Weapon Key Assignments
Each weapon is assigned an identification
number. Based on this number, you could bind each weapon to
a corresponding key. These weapon id numbers are more important
when working with scripts. Here is a chart that will help clarify:
| Weapons |
ID
# |
Weap_mode 0
|
Weap_mode 1
|
Weap_mode 2
|
| Ka-Bar
Knife |
1 |
Slash
|
--
|
--
|
| Beretta
|
2 |
--
|
--
|
--
|
| Desert
Eagle |
3 |
--
|
--
|
--
|
| SPAS
12 |
4 |
--
|
--
|
--
|
| MP5K |
5 |
Burst Mode
|
Full Auto
|
--
|
| UMP45 |
6 |
Burst Mode
|
Full Auto
|
--
|
| HK69 |
7 |
Short Range
|
Long Range
|
--
|
| 300ML |
8 |
Burst Mode
|
Semi Auto
|
Full Auto
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| G36 |
9 |
Burst Mode
|
Semi Auto
|
Full Auto
|
| PSG-1 |
10 |
--
|
--
|
--
|
| High
Explosive Grenade |
11 |
--
|
--
|
--
|
| Smoke
Grenade |
13 |
--
|
--
|
--
|
| SR8 |
14 |
--
|
--
|
--
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| AK-103 |
15 |
Burst Mode
|
Semi Auto
|
Full Auto
|
| Negev |
16 |
--
|
--
|
--
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Since many gamers
seem to have issues with their weapon modes, here is a simple
fix to make sure they stay on the setting you designate.
-
1. (making
sure q3config.cfg isn't write protected)
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2. Remove the weapmode_save
line completely out of the config
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3. Jump back
into the game play setup your weapons, save the config,
quit the game.
-
4.Load the
game up again then you'll find from there onwards the modes
will be saved, even after being changed.
Once that cvar
is set you can manually modify the settings based on the chart
above. An example of the cvar in your config will look like
this:
There are 16 individual
digits, either a 0, 1 or 2 that corrospond to the weapon mode.
In the example above, the first digit is a '0', that is the
boover boots, do not change it. The second digit, a '1' is the
knife, it will default to throw mode when you start, if you
change it to a '0' in your config, then you will start with
the knife in slash mode. The cvar above has the grenades set
to instant arm, the knife set to throw and all the weapons set
to automatic fire.
5.3.2 - Weapon
Bindings
There are a few different ways in which to
approuch weapon binds. For starters there is the standard Quake
III Arena command "weapon" this command followed by the
desired weapons ID# as listed in section 5.3.1, for example lets
say we want to select the SPAS 12, to do this we would use the below
line:
bind [KEY] "weapon 4" // Selects SPAS 12
Now this can be taken a step further by creating a string of weapon
commands. How this works the game reads through the string it will
quickly select one weapon after another till it comes to the last
valid command. This means that if you had both the SPAS 12 &
the G36 and your string looked like so "weapon 4; weapon 9"
the G36 would be the final outcome, but if your script looked like
this "weapon 9; weapon 4" then you would end up with the
SPAS 12, now what if all you got is the G36, no SPAS 12 at all...simple
you would switch to the G36 since its the only one valid.
Okay now the newer and frankly better method thats used in Urban
Terror the command "ut_weaptoggle" this can handle up
to two augments, which allow you to toggle between two different
weapons, plus each augment covers a nice range of weapons. All this
makes the "ut_weaptoggle" command a lot more flexable
than the "weapon" command discussed prior.
Format examples:
bind x "ut_weaptoggle [augment]"
bind x "ut_weaptoggle [augment] [augment]"
Augment examples:
primary
secondary
sidearm
grenade
bomb
knife
Weapons accessble with "ut_weaptoggle primary"
SPAS-12*
MP5K*
UMP45*
HK69
LR300ML
G36
PSG-1
SR 8
AK-103
Negev (cannot carry a secondary if Negev is selected)
* Only if placed in the primary slot.
Weapons accessble with "ut_weaptoggle secondary"
SPAS-12
MP5K
UMP45
Weapons accessble with "ut_weaptoggle grenade"
High Explosive
Smoke
Weapons accessble with "ut_weaptoggle sidearm"
Beretta
Desert Eagle
Weapons accessble with "ut_weaptoggle bomb"
Currently only one type :)
Weapons accessble with "ut_weaptoggle knife"
Currently only one type :)
Now these can be used to switch between groups, example below:
bind x "ut_weaptoggle primary secondary"
Now it is worth noting that when you press the button you will
first select the primary class weapon, and on the second press the
secondary class weapon. Now should you already have the primary
class weapon selected (like when you spawn) it will then switch
to the secondary class upon the key being pressed.
Also note that ut_weaptoggle grenade will cycle through all the
available nades in your inventory.
For further information
on tailoring your weapons and creating easy to use scripts, we recommend
you go to UT Scripts. Zex and Nologic have a full complement
of scripts for your weapons..
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