Difference between revisions of "Entities:UT"
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Small-killer (talk | contribs) (Added ut_jump*) |
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spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
− | = | + | = ut_mrsentry = |
Spawn location for the CTF Spawn Room Sentry Cannon. | Spawn location for the CTF Spawn Room Sentry Cannon. | ||
A very effective Spawnkiller-killer | A very effective Spawnkiller-killer | ||
Line 135: | Line 135: | ||
count of 500 = 30 bullets 1 clip | count of 500 = 30 bullets 1 clip | ||
count of 1000 = 30 bullets 2 clips | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_beretta == | ||
+ | The Beretta | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_bomb == | ||
+ | The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them. | ||
+ | -------- KEYS -------- | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | Multiple bombs in a map would be interesting.... | ||
+ | |||
+ | == ut_weapon_deagle == | ||
+ | The Desert Eagle | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_g36 == | ||
+ | The G36 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_grenade == | ||
+ | === ut_weapon_grenade_flash === | ||
+ | Only works in 4.1 on MOD-Servers, where the flashnade is allowed, or older versions of Urban Terror. | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | |||
+ | === ut_weapon_grenade_he === | ||
+ | The High-Explosion Grenade | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | === ut_weapon_grenade_smoke === | ||
+ | The Smoke-Grenade | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_hk69 == | ||
+ | The HK69 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_knife == | ||
+ | The Knife, you can't have more than 5 pieces | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_lr == | ||
+ | The ZM LR300 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_m4 == | ||
+ | The M4 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_mp5k == | ||
+ | The MP5K | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_negev == | ||
+ | The fullautomatic Negev | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_psg1 == | ||
+ | The PSG1 Sniperrifle | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_spas == | ||
+ | The Franchi Spas 12 shotgun | ||
+ | |||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_sr8 == | ||
+ | The Sr8-Sniperrifle | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_ump45 == | ||
+ | The secondary-weapon UMP45 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | = ut_jump = | ||
+ | |||
+ | == ut_jumpstart == | ||
+ | Start line for jump maps. Attach it to a trigger where you want the timer to be activated at the begining of a jump route. | ||
+ | -------- KEYS -------- | ||
+ | type: way's number | ||
+ | name: way's name | ||
+ | color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. | ||
+ | targetname: activating trigger points to this. | ||
+ | notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. | ||
+ | notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. | ||
+ | -------- Notes -------- | ||
+ | Color numbers are: | ||
+ | 0 Black | ||
+ | 1 Red | ||
+ | 2 Green | ||
+ | 3 Yellow | ||
+ | 4 Blue | ||
+ | 5 Cyan | ||
+ | 6 Magenta | ||
+ | 7 White | ||
+ | |||
+ | == ut_jumpstop == | ||
+ | Stop line for jump maps. Attach it to a trigger where you want the timer to stop at the end of a jump route. | ||
+ | -------- KEYS -------- | ||
+ | type: way's number | ||
+ | name: way's name | ||
+ | color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. | ||
+ | targetname: activating trigger points to this. | ||
+ | notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. | ||
+ | notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. | ||
+ | -------- Notes -------- | ||
+ | Color numbers are: | ||
+ | 0 Black | ||
+ | 1 Red | ||
+ | 2 Green | ||
+ | 3 Yellow | ||
+ | 4 Blue | ||
+ | 5 Cyan | ||
+ | 6 Magenta | ||
+ | 7 White | ||
+ | |||
+ | == ut_jumpcancel == | ||
+ | Cancel line for jump maps. Attach it to a trigger where you want the timer to cancel the jump route. | ||
+ | -------- KEYS -------- | ||
+ | type: way's number | ||
+ | name: way's name | ||
+ | color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. | ||
+ | targetname: activating trigger points to this. | ||
+ | notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. | ||
+ | notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. | ||
+ | -------- Notes -------- | ||
+ | Specifying type 0 in this kind of entity will stop the run timer, no matter the path/way. | ||
+ | |||
+ | Color numbers are: | ||
+ | 0 Black | ||
+ | 1 Red | ||
+ | 2 Green | ||
+ | 3 Yellow | ||
+ | 4 Blue | ||
+ | 5 Cyan | ||
+ | 6 Magenta | ||
+ | 7 White | ||
+ | |||
+ | [[Category:Entities]] |
Latest revision as of 17:57, 2 December 2013
Contents
- 1 ut_item
- 2 ut_mrsentry
- 3 ut_weapon
- 3.1 ut_weapon_ak103
- 3.2 ut_weapon_beretta
- 3.3 ut_weapon_bomb
- 3.4 ut_weapon_deagle
- 3.5 ut_weapon_g36
- 3.6 ut_weapon_grenade
- 3.7 ut_weapon_hk69
- 3.8 ut_weapon_knife
- 3.9 ut_weapon_lr
- 3.10 ut_weapon_m4
- 3.11 ut_weapon_mp5k
- 3.12 ut_weapon_negev
- 3.13 ut_weapon_psg1
- 3.14 ut_weapon_spas
- 3.15 ut_weapon_sr8
- 3.16 ut_weapon_ump45
- 4 ut_jump
ut_item
ut_item_extraammo
Give you 2 clips by running over this item.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
NOTES --------
It looks in the Radiant and in Game like a Helmet.
ut_item_helmet
The normal helmet.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_laser
The laser for some Weapons
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_medkit
The medkit to heal other players.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_nvg
The Tacitcal Goggles.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_silencer
The silencer for some Weapons
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_vest
The kevlarvest
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_mrsentry
Spawn location for the CTF Spawn Room Sentry Cannon. A very effective Spawnkiller-killer
KEYS --------
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue") angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness. gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234
NOTES --------
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag. For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.
ut_weapon
ut_weapon_ak103
The AK103
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_beretta
The Beretta
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_bomb
The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them.
KEYS --------
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
Multiple bombs in a map would be interesting....
ut_weapon_deagle
The Desert Eagle
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_g36
The G36
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_grenade
ut_weapon_grenade_flash
Only works in 4.1 on MOD-Servers, where the flashnade is allowed, or older versions of Urban Terror.
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip
ut_weapon_grenade_he
The High-Explosion Grenade
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_grenade_smoke
The Smoke-Grenade
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_hk69
The HK69
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips count of 1000 = 30 bullets 2 clips
ut_weapon_knife
The Knife, you can't have more than 5 pieces
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_lr
The ZM LR300
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_m4
The M4
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_mp5k
The MP5K
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_negev
The fullautomatic Negev
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_psg1
The PSG1 Sniperrifle
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_spas
The Franchi Spas 12 shotgun
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_sr8
The Sr8-Sniperrifle
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_ump45
The secondary-weapon UMP45
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_jump
ut_jumpstart
Start line for jump maps. Attach it to a trigger where you want the timer to be activated at the begining of a jump route.
KEYS --------
type: way's number name: way's name color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. targetname: activating trigger points to this. notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
Notes --------
Color numbers are: 0 Black 1 Red 2 Green 3 Yellow 4 Blue 5 Cyan 6 Magenta 7 White
ut_jumpstop
Stop line for jump maps. Attach it to a trigger where you want the timer to stop at the end of a jump route.
KEYS --------
type: way's number name: way's name color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. targetname: activating trigger points to this. notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
Notes --------
Color numbers are: 0 Black 1 Red 2 Green 3 Yellow 4 Blue 5 Cyan 6 Magenta 7 White
ut_jumpcancel
Cancel line for jump maps. Attach it to a trigger where you want the timer to cancel the jump route.
KEYS --------
type: way's number name: way's name color: set color of the way's name. Set to 0-7 for color. If not used, it will default to white. targetname: activating trigger points to this. notfree: when set to 1, entity will not spawn in "Free for all" and "LMS" modes. notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
Notes --------
Specifying type 0 in this kind of entity will stop the run timer, no matter the path/way.
Color numbers are: 0 Black 1 Red 2 Green 3 Yellow 4 Blue 5 Cyan 6 Magenta 7 White