Entities:UT

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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