1.0.0 - BACKGROUND INFORMATION
4.0.0 - CONTROLS & USER INTERFACE
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
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:
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.
KaBar Next Generation Knife
CALIBER: 6 1/4" blade
MAGAZINE: 5 knives
FIRE MODES: Slash, Throw
ATTACHMENTS: Not Applicable
Beretta 92FS
CALIBER: 9 X 19mm
MAGAZINE: 15 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Laser Sight, Silencer
IMI .50 AE Desert Eagle
CALIBER: .50 AE
MAGAZINE: 7 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Laser Sight
Franchi SPAS12 Shotgun
CALIBER: 12/70 Round
MAGAZINE: 8 Cartridges
FIRE MODES: Semi-Automatic
ATTACHMENTS: Not Applicable
Heckler & Koch UMP45
CALIBER: .45 ACP
MAGAZINE: 25 Round Capacity
FIRE MODES: Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
Heckler & Koch MP5K
CALIBER: 9 x 19mm
MAGAZINE: 30 Round Capacity
FIRE MODES: Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
Heckler & Koch HK69
CALIBER: 40mm
MAGAZINE: 1 Round [4 grenades]
FIRE MODES: Short, Long
ATTACHMENTS: Not Applicable
ZM Weapons LR300ML
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
Kalashnikov AK-103
CALIBER: 7.62 x 39
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Silencer
Heckler & Koch G36E
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Silencer
Heckler & Koch PSG-1
CALIBER: 7.62 x 51 NATO
MAGAZINE: 5 Round Capacity
FIRE MODES: Semi-Automatic
ATTACHMENTS: Silencer
Remington SR-8
CALIBER: .338 Lapua Magnum Round
MAGAZINE: 5 Shot Box
FIRE MODES: Bolt Action
ATTACHMENTS: None
IMI NEGEV LMG
CALIBER: 5.56
MAGAZINE: 150 Round Capacity
FIRE MODES: Automatic
ATTACHMENTS: Laser Sight
M-4
CALIBER: 5.56 x 45 NATO
MAGAZINE: 30 Round Capacity
FIRE MODES: Semi-Automatic, Burst, Full-Automatic
ATTACHMENTS: Laser Sight, Silencer
5.3.1 - 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:
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)
2. Remove the weapmode_save line completely out of the config
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:
seta weapmodes_save "0100011122010002"
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..