Urban Terror 4.1
Ultimate Guide to Configuration and Scripting
Round 8: Screen shots, Demos and Recording
- Round 0: The Config File
- Round 1: The Bind (Including Radio Binds)
- Round 2: Gear and Selections
- Round 3: Characters and Appearance (Including Fun Stuff)
- Round 4: HUD (Heads Up Display)
- Round 5: Configuration, Optimization, and Speed - Coming Soon
- Round 6: Advanced Scripts and Toggles
- Round 7: Bots
- Round 8: Screen shots, Demos and Recording
- Appendix A : Reference Settings and Options
- Appendix B: Commands, Variables, Ranges, and Descriptions
Screen Shots
We will start with the easiest of the three: Screen shots. A screen shot is simply a capture of all the visual data on a screen to a still image. Such as a JPEG.
There are 2 commands that can yield a screen shot:
screenshot : save current view port to a TARGA image file (usually named sequentially shot0001.tga)
screenshotJPEG : save current view port to a JPEG image file (usually named sequentially shot0001.jpg)
Most people prefer to work in JPEG. To take a screen shot you need to go to your console and type:
/screenshotJPEG
Now this is not entirely practical if you want to get a screen shot of something you see in game. So the best way to do this is to "bind" a screen shot command to a key on your keyboard or mouse.
This would look something like:
bind x "screenshotJPEG"
Now every time you press the "x" button it will take a screen shot of exactly what you see. You do not have to use "x" you can use any key available to be bound. (Check Appendix A for keys, check Round 1 to learn more about binding)
You can include that bind in a config file so it loads every time you start your game (See Round 0 to learn how to do this.) Some people want to clear a lot of the clutter off of the screen for a screen shot to do that you would do something like this:
//=========== Screen Shot Special Toggle ========== <taggedzi>
set clearScreen "set cg_fov 110; set cg_drawhands 0; set cg_gunsize 0; set cg_drawteamscores 0; set cg_drawcrosshair 8; set cg_maptoggle 0; set cl_drawclock 1; set cg_drawtimer 1; set cg_drawfps 0; set cg_lagometer 0; set cg_speedo 0;"
set fillScreen "set cg_fov 110; set cg_drawhands 1; set cg_gunsize 0; set cg_drawteamscores 1; set cg_drawcrosshair 8; set cg_maptoggle 1; set cl_drawclock 0; set cg_drawtimer 1; set cg_drawfps 1; set cg_lagometer 0; set cg_speedo 0;"
set screenShotSpecial "set vstr clearScreen; wait 15; screenshotJPEG; wait 15;set vstr fillScreen;"
bind F11 "set vstr screenShotSpeical"
Now you can configure your variables anyway you like, you may not even want a script that does this, but if you do, just configure the variables the way you like them, then press F11 and screen shot the way you like it.
Recording a Demo!
Demos are relatively easy to do in Urban Terror. If I understand clearly it is build directly into the ioquake3 engine. A demo is a recording of the game state in raw data (not video) that can be played back by the game to see what was happening. Demos can be recorded and replayed. There is a script that was already on my system so I assume it was written by the game developers here:
//=========== Demo Record Toggle ========== --> I think this is pre-built by Urban Terror
seta record_demo "vstr record_demo_start"
seta record_demo_start "set record_demo vstr record_demo_stop; stoprecord; recorddemo; wait 15; ut_echo Demo Status: ^6RECORDING;"
seta record_demo_stop "set record_demo vstr record_demo_start; stoprecord; wait 15; ut_echo Demo Status: ^6STOPPED;"
bind F12 "vstr record_demo"
By pressing F12 it starts to record a demo file. A demo file has the extension (*.dm_68) why this is I do not know. But I do know you can play back a demo by going to your demo mode (in the main menu) and selecting the demo you are looking for. Those of you who use linux will notice it gives an error every time... There is a minor problem in that the game converts everything from the menu to all caps and the OS does not recognize it as the same file (case sensitive). There are 2 ways to fix.
1. Go to your ~/.q3a/q3ut4/demos directory and manually rename the file to all caps,
2. use the console to call up the demo using auto complete
You can manually trigger a demo record with the command:
recorddemo
To manually stop the recording use the command:
stoprecord
You can also force demo's to be recorded straight to AVI (not recomended... but very do able) with the command:
cl_forceavidemo 1
I have not used this command as my system is not fast enough to do this. But the command is there should you want to try.
Playing Back A Recorded Demo
To manually play the demo use the "demo" command like this:
demo DEMO_NAME.dm_68
Auto complete should work in the console so it is relatively easy to use. (autocomplete uses the "tab" key to automatically fill in what it thinks you are going to type.) If you do not wish to use the "manual" method in consol you can use the graphic user interface, but be aware that in Linux platforms you must re-name the demo files to all CAPS inorder for the graphic interface to work.
Notes about demos:
- You can record a demo at very low quality and increase the quality for playback making it look "spiffy" with all the lighting effects and textures.
You can pause a demo with the command:
cl_freezeDemo 1
To unpause demo playback use the value of 0 (zero). I have noticed that the command freezeDemo stops the frame but not the playback. So if you freezeDemo for 3 seconds, when you set freezeDemo back to 0 (zero) you are 3 seconds further down the demo.
To upgrade the time scale slider you can use the following script to be able to "pause" a demo.
//========== TimeScale Slider v1.1 ============= by <taggedzi>
set speed_00 "cl_freezeDemo 1; wait 15; ut_echo "TimeScale: x^60.0";set set_speed_plus "vstr speed_01"; set set_speed_minus “vstr speed_00”;"
set speed_01 "cl_freezeDemo 0; timescale 0.1; wait 15; ut_echo "TimeScale: x^60.1";set set_speed_plus "vstr speed_02"; set set_speed_minus “vstr speed_00”;"
set speed_02 "timescale 0.25; wait 15; ut_echo "TimeScale: x^60.25";set set_speed_plus "vstr speed_03"; set set_speed_minus “vstr speed_01”;"
set speed_03 "timescale 0.50; wait 15; ut_echo "TimeScale: x^60.50";set set_speed_plus "vstr speed_04"; set set_speed_minus “vstr speed_02”;"
set speed_04 "timescale 0.75; wait 15; ut_echo "TimeScale: x^60.75";set set_speed_plus "vstr speed_05"; set set_speed_minus “vstr speed_03”;"
set speed_05 "timescale 1.0; wait 15; ut_echo "TimeScale: x^61.0";set set_speed_plus "vstr speed_06"; set set_speed_minus “vstr speed_04”;"
set speed_06 "timescale 1.25; wait 15; ut_echo "TimeScale: x^61.25";set set_speed_plus "vstr speed_07"; set set_speed_minus “vstr speed_05”;"
set speed_07 "timescale 1.5; wait 15; ut_echo "TimeScale: x^61.50";set set_speed_plus "vstr speed_08"; set set_speed_minus “vstr speed_06”;"
set speed_08 "timescale 2.0; wait 15; ut_echo "TimeScale: x^62.0";set set_speed_plus "vstr speed_09"; set set_speed_minus “vstr speed_07”;"
set speed_09 "timescale 4.0; wait 15; ut_echo "TimeScale: ^64.0";set set_speed_plus "vstr speed_10"; set set_speed_minus “vstr speed_08”;"
set speed_10 "timescale 8.0; wait 15; ut_echo "TimeScale: ^68.0";set set_speed_plus "vstr speed_10"; set set_speed_minus “vstr speed_09”;"
set set_speed_plus "vstr speed_06"
set set_speed_minus "vstr speed_04"
bind KP_PLUS "vstr set_speed_plus"
bind KP_MINUS "vstr set_speed_minus"
Now using that script you can slow things down to an absolute stop, or speed up as fast as (x8.0). Should be helpful for getting good screen shots and or videos, or possibly catching cheaters.
There is also another note about the keyboard. Normally if you press a standard input key durring demo playback it exits the demo. There is a command that prevents this from happening:
com_cameramode 1
Demos in 3RD Person!
There is a way to change your view during demo viewing, to switch in and out of 3rd person view. You can rotate around the character as well as zoom in and out. This is a very handy feature that I just discovered (thanks to nexu)
The commands are:
cg_thirdperson (0/1) : This var allows you to toggle between 1st and 3rd person views in demo playback.
cg_thirdPersonRange (?0 - 500?): Unsure of the range on this. This var allows you to zoom in and out while in your third person view.
cg_thirdPersonAngle (0-360): Unsure of the exact range on this also, but this var allows you to rotate around the character while in third person view. (I have done full 360.)
Note: These commands ONLY work while watching a demo.
Other Knifty Commands for Demo Playback
You can get Urban Terror to show the normals (the perpendicular vector) to all polygons in the game surfaces by playing back the demo and using the vcar:
r_shownormals 1
You can toggle this between 0 and 1 turning them on and off. A side effect of this command is you can see the normal through the surfaces allowing you to "see through walls" in a sense for the demo. This is a good way to see if someone is "wall hacking".
Recording a demo to AVI
By recording I am referring to the converting of a recorded demo into a publicly viewable AVI or video file. To do this start your demo playback and either type or execute (through binding) this command:
video
To stop recording of video type (or execute)
stopvideo
Pretty simple eh? When you do so your screen may be very slow frame rate and sound funny. At least it does on my computer.. When I am recording a video I get about 1 frame every 2 seconds on my screen. Don't worry, the AVI is a full frame rate and looks great.
The only options I know specifically relating to the video command are:
cl_aviMotionJpeg : this forces the avi to be MotionJpeg type
cl_aviframerate : This is the frame rate of the output file. I think default is 25 (Larger frame rates equals larger files)
If you turn off MotionJpeg the files are insanely large (about 1.2 gig per minute). If you plan to upload to youtube you can also set your frame rate down to 16 as that is the default frame rate for the flv format used by youtube.
Here is a 14 second sample (low rez) of a random player on a server I frequent. (Actually a very good player on a good server :) Click Here.
For video processing I strongly encourage the use of ffmpeg. Beyond that you are on your own for video editing and post processing.
The End All Say All in Demo Playback Configuration:
(Okay, my ego may be wrong about the end all say all part... but I tried to include everything I could think of that I wanted in a demo play back config file)Ok after doing a lot of looking around, I have written a script specifically for people who are watching demos. For the purpose of making video (avi), or catching cheaters. This script allows the viewer to toggle or control every aspect of the display. Here is a list of what the config does
- Allows for direct AVI output of what is on the screen
- Allows for direct JPEG ouput of what is on the screen
- Allows control for EVERY aspect of what is visible on the screen and HUD (heads up display)
- Allows for COMPLETE 3rd person view controls (rotate/zoom)
- Allows for Showing of NORMALS
- Allows for Speed UP / Slow Down / PAUSE controls
- Allows for Volume controls (up and down)
- Allows for Smooth Client Toggle
- Turns ON ALL SPIFFY Special Effects for demo recording, (if you don't want them you can disable them in the cfg)
If you would like to download this file click here.
// ~~~~~~~~~~~~~ Demo Playback Config ~~~~~~~~~~~~~ by <taggedzi>
// This is set to the highest graphics resolution with all feature enabled this is for AVI recording
// And demo playback to see if people are cheating
// WARNING!!!!! WARNUNG!!!! ALERTA!!!! AVISO!!!! AVERTISSEMENT!!!!
// THIS WILL ERASE ALL BINDINGS YOU HAVE ESTABLISHED FOR GAME PLAY!
// BACK UP all of your settings before you "exec" this script!
// YOU HAVE BEEN WARNED!!!!
unbindall
seta cg_autoradio "0"
seta cg_brassTime "320000"
seta cg_draw2D "1"
seta cg_errordecay "999"
seta cg_gibs "1"
seta cg_marks "1"
seta cg_marktotaltime "360000" // from nexu
seta cg_maxFragments "48"
seta cg_optimize "1"
seta g_removeBodyTime "30000"
seta cg_shadows "2"
seta cg_simpleItems "0"
seta r_dynamiclight "1"
seta r_ext_compiled_vertex_array "0"
seta r_ext_compress_textures "0"
seta r_ext_multitexture "0"
seta r_fastsky "0"
seta r_finish "1"
seta r_flares "1"
seta r_ignoreFastPath "1"
seta r_lodbias "0"
seta r_lodCurveError "999"
seta r_picmip "0"
seta r_primitives "1"
seta r_subdivisions "0"
seta r_swapInterval "1"
seta r_texturebits "32"
seta r_vertexLight "1"
seta cg_fov "110"
// Special Effects
seta cg_sfxbrasstime "1" // Number if milliseconds that brass (ejected shells) stay lying around on the ground
seta cg_sfxBreathing "1" // allows you to hear heavy breathing when a player is exhausted
seta cg_sfxMuzzleFlash "1" // locked by UrT4.1
seta cg_sfxParticles "1" // will turn on/off all particle effects except hit effects.
seta cg_sfxParticleSmoke "1"
seta cg_sfxShowDamage "1" // will use damage skins on models when a player gets hit
seta cg_sfxSurfaceImpacts "1" // shows bullet impact effects on hitting surfaces
seta cg_sfxTeamBands "1"
seta cg_sfxVisibleItems "1" // Weather or not you see weapons on other players
// =================== Graphics Settings =================
seta r_allowExtensions 1 // Toggle use all of the OpenGL extensions your card is capable of
seta r_allowSoftwareGL 0 // allow software OPENGL, normally this would be really slow (default 0)
seta r_ambientScale "0.6" // set the scale or intensity of ambient light Range 0-1.0
seta r_clear 0 // whether or not to explicitly clear the screen (default 0
seta r_colorbits 32 // set number of bits used for each color from 0 to 32 bit // number of desired color bits, only relevant for fullscreen
seta r_colorMipLevels 0 // Toggle "texture visualization tool" John Carmack
seta r_customaspect 1 // Toggle the use of custom screen resolution/sizes
seta r_depthbits "24"
seta r_directedScale 1 // set scale/intensity of light shinning directly upon objects
seta r_displayrefresh 0 // monitor refresh rate in game
seta r_dlightBacks 0 // Toggle brighter areas being changed more by dlights than dark areas.
seta r_drawSun 1 // Toggle render of sunlight into the equation of lighting effects
seta r_drawworld 1 // Locked
seta r_dynamiclight 1 // Toggle dynamic lighting (different "dynamic" method of rendering lights)
seta r_ext_gamma_control 1 // Toggle external gamma control settings
seta r_ext_max_anisotropy 2 //
seta r_ext_multitexture 1 // Toggle hardware mutitexturing if set to zero is a direct FPS benefit
seta r_ext_texture_env_add 1 // Toggle additive blending in multitexturing. If not present, OpenGL limits you to multiplicative blending only, so additive will require an extra pass. - Questy/Carl
seta r_ext_texture_filter_anisotropic 1 // anisotropic texture filtering
seta r_facePlaneCull 1 //Toggle culling of brush faces not in view (0 will slow FPS)
seta r_fastsky 1 // locked by UrT4.1
seta r_finish 1 // Toggle synchronization of rendered frames (engine will wait for GL calls to finish)
seta r_flareCoeff 150 // Locked
seta r_flareFade 7 // how long light coronas should fade when on the screen or off the screen (default 7)
seta r_gamma 1.8 // Gama Settings
seta r_GLlibCoolDownMsec 0 // wait for some milliseconds to close GLlibrary
seta r_ignore 1 //
seta r_ignoreFastPath 1 // Possibly to disable the looking outside of the PAK file first feature in case of duplicate file names etc.
seta r_ignoreGLErrors 1 // ignores OpenGL errors that occur
seta r_ignorehwgamma 0 // Toggle the use of DirectX gamma correction or video driver gamma correction?
seta r_inGameVideo 0 // Toggle the display of in game animations on bigscreen map objects that display a camera view of the current game
seta r_intensity 1 // Increase brightness of texture colors
seta r_lightmap 0 // locked by UrT4.1
seta r_lockpvs 0 // lock the current PVS in, so that you can wander around and see what is visibile and what isn't (default 0)
seta r_maxpolys 18000 // Maximum number of polygons on screen
seta r_maxpolyverts 90000 // Maximum number of vertices's from polygons on screen
seta r_measureOverdraw 0 // when set to 1, and if the hardware supports a stencil buffer, overdraw will be reported (default 0)
seta r_minimize 0 //
seta r_offsetfactor -1 // polygon offset factor for shader stages that have polygon offset set (default -1)
seta r_offsetunits -2 // polygon offset units for shader stages that have polygong offset set (default -2)
seta r_overbrightbits 0 // possibly similar to set r_mapOverBrightBits (no visible effect on mine)
seta r_roundImagesDown 0 // set rounding down amount (larger = faster, lower quality) - Randy
seta r_saveFontData 0 //
seta r_showSmp 0 // will show SMP activity while rendering (default 0)
seta r_simpleMipMaps 0 // toggle the use of "simple" mip mapping. used to "dumb-down" resoluiton displays for slower machines - Questy
seta r_subdivisions 1 // set maximum level of detail. (an example would be the complexity of curves. 1=highest detail)
seta r_swapinterval 0 // toggle frame swapping.
seta r_texturebits 32 // Texture bits 0/16/32
seta r_vertexLight 0 // enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode. (recommend dynamiclight 0 and this 1) direct FPS benefit "John Carmack"
seta r_znear 4 // near Z clip plane
seta r_texturemode "GL_LINEAR_MIPMAP_LINEAR"
set com_cameramode 1 // Sets game to camera mode so that if you hit any keys (other than esc) it does not exit
// =================== Screen Settings =================
seta r_fullscreen 0
seta r_mode 3
// Chose video resoution ouput type
// * Mode -1: Custom Mode (used in conjunction with r_customwidth and r_customheight)
// * Mode 0: 320x240
// * Mode 1: 400x300
// * Mode 2: 512x384
// * Mode 3: 640x480
// * Mode 4: 800x600
// * Mode 5: 960x720
// * Mode 6: 1024x768
// * Mode 7: 1152x864
// * Mode 8: 1280x1024
// * Mode 9: 1600x1200
// * Mode 10: 2048x1536
// * Mode 11: 856x480 (wide)
seta r_customwidth 1024 // set custom width see table below
seta r_customheight 768 // Set custom height see table below
seta cl_aviframerate 30 // Set frame rate See table Below
// Infor about Customwidth and Customheight settings
// ----------------------------------------------------------------------
// Useage | Size | Frame Rate |
// ----------------------------------------------------------------------
// Youtube | 640x480 | 16 fps |
// Youtube High Quality | 864x480 | 16 fps |
// DV NTSC/PAL-M | 720x480 | 30 fps |
// PAL/SECAM | 720x576 | 25 fps |
// PAL | 768x576 | 25 fps |
// SVGA | 800x600 | 25 fps |
// XGA | 960x540 | 25 fps |
// SVGA | 1024x768 | 25 fps |
// 2x DV NTSC | 1440x960 | 30 fps |
// HDTV 720p | 1280x720 | 30 fps |
// HDTV 1080p | 1920x1080 | 30 fps |
// ----------------------------------------------------------------------
// ~~~~~~~~~~ Toggle Scripts ~~~~~~~~~~
//=========== Weapon Info Toggle ========== by <taggedzi>
set hudweaponinfo_0 "set cg_hudweaponinfo 0; wait 15; ut_echo Hud Weapon Display: ^60; set hudweaponinfo vstr hudweaponinfo_1"
set hudweaponinfo_1 "set cg_hudweaponinfo 1; wait 15; ut_echo Hud Weapon Display: ^61;set hudweaponinfo vstr hudweaponinfo_2"
set hudweaponinfo_2 "set cg_hudweaponinfo 2; wait 15; ut_echo Hud Weapon Display: ^62;set hudweaponinfo vstr hudweaponinfo_0"
set hudweaponinfo "vstr hudweaponinfo_0" //set default
//=========== Team Scores Toggle ========== by <taggedzi>
set drawteamoverlay_on "set cg_drawteamoverlay 1; wait 15; ut_echo Draw Score Status: ^6ON; set drawteamoverlay vstr drawteamoverlay_off"
set drawteamoverlay_off "set cg_drawteamoverlay 0; wait 15; ut_echo Draw Score Status: ^6OFF; set drawteamoverlay vstr drawteamoverlay_on"
set drawteamoverlay "vstr drawteamoverlay_on" //set default
//=========== Message Toggle ========== by <taggedzi>
set message_on "set cg_msgHeight 4; set cg_msgTime 4000; set cg_chatHeight 4; set cg_chatTime 4000; set message_toggle vstr message_off"
set message_off "set cg_msgHeight 0; set cg_msgTime 0; set cg_chatHeight 0; set cg_chatTime 0; set message_toggle vstr message_on"
set message_toggle "vstr message_off"
//========== Smooth Client Toggle ============= by <taggedzi>
set smooth_on "set cg_smothclients 1; wait 15; ut_echo Smooth Client: ^6ON; set smooth_toggle vstr smooth_off;"
set smooth_off "set cg_smothclients 0; wait 15; ut_echo Smooth Client: ^6OFF; set smooth_toggle vstr smooth_on;"
set smooth_toggle "vstr smooth_on"
//========== Show Normals Toggle ============= by <taggedzi>
set normals_on "set r_shownormals 1; wait 15; ut_echo Show Normals: ^6ON; set normals_toggle vstr normals_off;"
set normals_off "set r_shownormals 0; wait 15; ut_echo Show Normals: ^6OFF; set normals_toggle vstr normals_on;"
set normals_toggle "vstr normals_on"
//========== Game Timer Toggle ============= by <taggedzi>
set timer_on "set cg_drawtimer 1; wait 15; ut_echo Game Timer: ^6ON; set timer_toggle vstr timer_off;"
set timer_off "set cg_drawtimer 0; wait 15; ut_echo Game Timer: ^6OFF; set timer_toggle vstr timer_on;"
set timer_toggle "vstr timer_on"
//=========== FPS Toggle ========== by <taggedzi>
set fps_on "set cg_drawfps 1; wait 15; ut_echo FPS Display Status: ^6ON; set fpstoggle vstr fps_off"
set fps_off "set cg_drawfps 0; wait 15; ut_echo FPS Display Status: ^6OFF; set fpstoggle vstr fps_on"
set fpstoggle "vstr fps_on" //set default
//=========== First/Third Toggle ========== by <taggedzi>
set 3rd_on "set cg_thirdperson 1; wait 15; ut_echo POV: ^6Third Person; set 3rd_toggle vstr 3rd_off"
set 3rd_off "set cg_thirdperson 0; wait 15; ut_echo POV: ^6First Person; set 3rd_toggle vstr 3rd_on"
set 3rd_toggle "vstr 3rd_on" //set default
//=========== Lag-o Meter Toggle ========== by <taggedzi>
set lag_on "seta cg_lagometer 1; wait 15; ut_echo Lag-o Meter: ^6ON;set lago vstr lag_off"
set lag_off "seta cg_lagometer 0; wait 15; ut_echo Lag-o Meter Board: ^6OFF;set lago vstr lag_on"
set lago "vstr lag_on"
//=========== HUD Toggle ========== by <taggedzi>
// I had to add the HUD Toggle to remove the messages from the screen at the same time.
set hud_on "vstr message_on; set cg_draw2d 1; ut_echo HUD: ^6ON; set hud_toggle vstr hud_off" // Turn the HUD ON
set hud_off "vstr message_off; set cg_draw2d 0; ut_echo HUD: ^6OFF; set hud_toggle vstr hud_on" // Turn the HUD OFF...
set hud_toggle "vstr hud_off"
//=========== Minmap Possition Toggle ========== by <taggedzi>
set mappos_00 "set cg_mappos 0; wait 15; ut_echo MiniMap Position: ^60;set mappos vstr mappos_01"
set mappos_01 "set cg_mappos 1; wait 15; ut_echo MiniMap Position: ^61;set mappos vstr mappos_02"
set mappos_02 "set cg_mappos 2; wait 15; ut_echo MiniMap Position: ^62;set mappos vstr mappos_03"
set mappos_03 "set cg_mappos 3; wait 15; ut_echo MiniMap Position: ^63;set mappos vstr mappos_04"
set mappos_04 "set cg_mappos 4; wait 15; ut_echo MiniMap Position: ^64;set mappos vstr mappos_05"
set mappos_05 "set cg_mappos 5; wait 15; ut_echo MiniMap Position: ^65;set mappos vstr mappos_06"
set mappos_06 "set cg_mappos 6; wait 15; ut_echo MiniMap Position: ^66;set mappos vstr mappos_07"
set mappos_07 "set cg_mappos 7; wait 15; ut_echo MiniMap Position: ^67;set mappos vstr mappos_08"
set mappos_08 "set cg_mappos 8; wait 15; ut_echo MiniMap Position: ^68;set mappos vstr mappos_09"
set mappos_09 "set cg_mappos 9; wait 15; ut_echo MiniMap Position: ^69;set mappos vstr mappos_00"
set mappos "vstr mappos_00"
//========== Mini Map Alphpa Slider ============= by <taggedzi>
set mapAlpha_00 "set cg_maptoggle 0; set cg_mapalpha 0; wait 15; ut_echo MiniMap: ^6Off; set mapAlpha_plus vstr mapAlpha_01;set mapAlpha_minus vstr mapAlpha_00;" // Map Off
set mapAlpha_01 "set cg_maptoggle 1; set cg_mapalpha 0.1; wait 15; ut_echo MiniMap Alpha: ^60.1; set mapAlpha_plus vstr mapAlpha_02;set mapAlpha_minus vstr mapAlpha_00;" // Map Off
set mapAlpha_02 "set cg_maptoggle 1; set cg_mapalpha 0.2; wait 15; ut_echo MiniMap Alpha: ^60.2; set mapAlpha_plus vstr mapAlpha_03;set mapAlpha_minus vstr mapAlpha_01;" // Map Off
set mapAlpha_03 "set cg_maptoggle 1; set cg_mapalpha 0.3; wait 15; ut_echo MiniMap Alpha: ^60.3; set mapAlpha_plus vstr mapAlpha_04;set mapAlpha_minus vstr mapAlpha_02;" // Map Off
set mapAlpha_04 "set cg_maptoggle 1; set cg_mapalpha 0.4; wait 15; ut_echo MiniMap Alpha: ^60.4; set mapAlpha_plus vstr mapAlpha_05;set mapAlpha_minus vstr mapAlpha_03;" // Map Off
set mapAlpha_05 "set cg_maptoggle 1; set cg_mapalpha 0.5; wait 15; ut_echo MiniMap Alpha: ^60.5; set mapAlpha_plus vstr mapAlpha_06;set mapAlpha_minus vstr mapAlpha_04;" // Map Off
set mapAlpha_06 "set cg_maptoggle 1; set cg_mapalpha 0.6; wait 15; ut_echo MiniMap Alpha: ^60.6; set mapAlpha_plus vstr mapAlpha_07;set mapAlpha_minus vstr mapAlpha_05;" // Map Off
set mapAlpha_07 "set cg_maptoggle 1; set cg_mapalpha 0.7; wait 15; ut_echo MiniMap Alpha: ^60.7; set mapAlpha_plus vstr mapAlpha_08;set mapAlpha_minus vstr mapAlpha_06;" // Map Off
set mapAlpha_08 "set cg_maptoggle 1; set cg_mapalpha 0.8; wait 15; ut_echo MiniMap Alpha: ^60.8; set mapAlpha_plus vstr mapAlpha_09;set mapAlpha_minus vstr mapAlpha_07;" // Map Off
set mapAlpha_09 "set cg_maptoggle 1; set cg_mapalpha 0.9; wait 15; ut_echo MiniMap Alpha: ^60.9; set mapAlpha_plus vstr mapAlpha_10;set mapAlpha_minus vstr mapAlpha_08;" // Map Off
set mapAlpha_10 "set cg_maptoggle 1; set cg_mapalpha 1; wait 15; ut_echo MiniMap Alpha: ^61.0; set mapAlpha_plus vstr mapAlpha_10;set mapAlpha_minus vstr mapAlpha_09;" // Map Off
set mapAlpha_plus "vstr mapAlpha_05"
set mapAlpha_minus "vstr mapAlpha_05"
//=========== FOV Slider ========== by <taggedzi>
set FOV_90 "set cg_fov 90; wait 15; ut_echo FOV: ^690; set fov_plus vstr FOV_95; set fov_minus vstr FOV_90;
set FOV_95 "set cg_fov 95; wait 15; ut_echo FOV: ^695; set fov_plus vstr FOV_100; set fov_minus vstr FOV_90;
set FOV_100 "set cg_fov 100; wait 15; ut_echo FOV: ^6100; set fov_plus vstr FOV_105; set fov_minus vstr FOV_95;
set FOV_105 "set cg_fov 105; wait 15; ut_echo FOV: ^6105; set fov_plus vstr FOV_110; set fov_minus vstr FOV_100;
set FOV_110 "set cg_fov 110; wait 15; ut_echo FOV: ^6100; set fov_plus vstr FOV_110; set fov_minus vstr FOV_105;
set fov_plus "vstr FOV_100"
set fov_minus "vstr FOV_100"
//=========== Crosshair Toggle ========== by <taggedzi>
set drawcrosshair_00 "set cg_drawcrosshair 0; wait 15; ut_echo Crosshair type: ^60;set drawcrosshair vstr drawcrosshair_01"
set drawcrosshair_01 "set cg_drawcrosshair 1; wait 15; ut_echo Crosshair type: ^61;set drawcrosshair vstr drawcrosshair_02"
set drawcrosshair_02 "set cg_drawcrosshair 2; wait 15; ut_echo Crosshair type: ^62;set drawcrosshair vstr drawcrosshair_03"
set drawcrosshair_03 "set cg_drawcrosshair 3; wait 15; ut_echo Crosshair type: ^63;set drawcrosshair vstr drawcrosshair_04"
set drawcrosshair_04 "set cg_drawcrosshair 4; wait 15; ut_echo Crosshair type: ^64;set drawcrosshair vstr drawcrosshair_05"
set drawcrosshair_05 "set cg_drawcrosshair 5; wait 15; ut_echo Crosshair type: ^65;set drawcrosshair vstr drawcrosshair_06"
set drawcrosshair_06 "set cg_drawcrosshair 6; wait 15; ut_echo Crosshair type: ^66;set drawcrosshair vstr drawcrosshair_07"
set drawcrosshair_07 "set cg_drawcrosshair 7; wait 15; ut_echo Crosshair type: ^67;set drawcrosshair vstr drawcrosshair_08"
set drawcrosshair_08 "set cg_drawcrosshair 8; wait 15; ut_echo Crosshair type: ^68;set drawcrosshair vstr drawcrosshair_09"
set drawcrosshair_09 "set cg_drawcrosshair 9; wait 15; ut_echo Crosshair type: ^69;set drawcrosshair vstr drawcrosshair_10"
set drawcrosshair_10 "set cg_drawcrosshair 10; wait 15; ut_echo Crosshair type: ^610;set drawcrosshair vstr drawcrosshair_11"
set drawcrosshair_11 "set cg_drawcrosshair 11; wait 15; ut_echo Crosshair type: ^611;set drawcrosshair vstr drawcrosshair_12"
set drawcrosshair_12 "set cg_drawcrosshair 12; wait 15; ut_echo Crosshair type: ^612;set drawcrosshair vstr drawcrosshair_13"
set drawcrosshair_13 "set cg_drawcrosshair 13; wait 15; ut_echo Crosshair type: ^613;set drawcrosshair vstr drawcrosshair_00"
set drawcrosshair "vstr drawcrosshair_00"
//=========== AVI Demo Record Toggle ========== by <taggedzi>
set record_AVI_start "set record_AVI vstr record_AVI_stop; cg_smoothclients 1; video; wait 15; ut_echo Demo Status: ^6RECORDING;"
set record_AVI_stop "set record_AVI vstr record_AVI_start; cg_smoothclients 0; stoprecord; wait 15; ut_echo Demo Status: ^6STOPPED;"
set record_AVI "vstr record_AVI_start"
//=========== Control Third Person Range ========== by <nexu>
set null "ut_echo ^0--"
set ra0 "cg_thirdPersonRange 0; set incrange vstr ra10; set decrange vstr null"
set ra10 "cg_thirdPersonRange 10; set incrange vstr ra20; set decrange vstr ra0"
set ra20 "cg_thirdPersonRange 20; set incrange vstr ra30; set decrange vstr ra10"
set ra30 "cg_thirdPersonRange 30; set incrange vstr ra40; set decrange vstr ra20"
set ra40 "cg_thirdPersonRange 40; set incrange vstr ra50; set decrange vstr ra30"
set ra50 "cg_thirdPersonRange 50; set incrange vstr ra60; set decrange vstr ra40"
set ra60 "cg_thirdPersonRange 60; set incrange vstr ra70; set decrange vstr ra50"
set ra70 "cg_thirdPersonRange 70; set incrange vstr ra80; set decrange vstr ra60"
set ra80 "cg_thirdPersonRange 80; set incrange vstr ra90; set decrange vstr ra70"
set ra90 "cg_thirdPersonRange 90; set incrange vstr ra100; set decrange vstr ra80"
set ra100 "cg_thirdPersonRange 100; set incrange vstr ra110; set decrange vstr ra90"
set ra110 "cg_thirdPersonRange 110; set incrange vstr ra120; set decrange vstr ra100"
set ra120 "cg_thirdPersonRange 120; set incrange vstr ra130; set decrange vstr ra110"
set ra130 "cg_thirdPersonRange 130; set incrange vstr ra140; set decrange vstr ra120"
set ra140 "cg_thirdPersonRange 140; set incrange vstr ra150; set decrange vstr ra130"
set ra150 "cg_thirdPersonRange 150; set incrange vstr ra160; set decrange vstr ra140"
set ra160 "cg_thirdPersonRange 160; set incrange vstr ra170; set decrange vstr ra150"
set ra170 "cg_thirdPersonRange 170; set incrange vstr ra180; set decrange vstr ra160"
set ra180 "cg_thirdPersonRange 180; set incrange vstr ra190; set decrange vstr ra170"
set ra190 "cg_thirdPersonRange 190; set incrange vstr ra200; set decrange vstr ra180"
set ra200 "cg_thirdPersonRange 200; set incrange vstr ra210; set decrange vstr ra190"
set ra210 "cg_thirdPersonRange 210; set incrange vstr ra220; set decrange vstr ra200"
set ra220 "cg_thirdPersonRange 220; set incrange vstr ra230; set decrange vstr ra210"
set ra230 "cg_thirdPersonRange 230; set incrange vstr ra240; set decrange vstr ra220"
set ra240 "cg_thirdPersonRange 240; set incrange vstr ra250; set decrange vstr ra230"
set ra250 "cg_thirdPersonRange 250; set incrange vstr ra260; set decrange vstr ra240"
set ra260 "cg_thirdPersonRange 260; set incrange vstr ra270; set decrange vstr ra250"
set ra270 "cg_thirdPersonRange 270; set incrange vstr ra280; set decrange vstr ra260"
set ra280 "cg_thirdPersonRange 280; set incrange vstr ra290; set decrange vstr ra270"
set ra290 "cg_thirdPersonRange 290; set incrange vstr ra300; set decrange vstr ra280"
set ra300 "cg_thirdPersonRange 300; set incrange vstr null; set decrange vstr ra290"
set incrange "vstr ra0"
set decrange "vstr null"
//=========== Control Third Person Angle ========== by <nexu>
set an0 "cg_thirdPersonAngle 0; set incangle vstr an10; set decangle vstr an350"
set an10 "cg_thirdPersonAngle 10; set incangle vstr an20; set decangle vstr an0"
set an20 "cg_thirdPersonAngle 20; set incangle vstr an30; set decangle vstr an10"
set an30 "cg_thirdPersonAngle 30; set incangle vstr an40; set decangle vstr an20"
set an40 "cg_thirdPersonAngle 40; set incangle vstr an50; set decangle vstr an30"
set an50 "cg_thirdPersonAngle 50; set incangle vstr an60; set decangle vstr an40"
set an60 "cg_thirdPersonAngle 60; set incangle vstr an70; set decangle vstr an50"
set an70 "cg_thirdPersonAngle 70; set incangle vstr an80; set decangle vstr an60"
set an80 "cg_thirdPersonAngle 80; set incangle vstr an90; set decangle vstr an70"
set an90 "cg_thirdPersonAngle 90; set incangle vstr an100; set decangle vstr an80"
set an100 "cg_thirdPersonAngle 100; set incangle vstr an110; set decangle vstr an90"
set an110 "cg_thirdPersonAngle 110; set incangle vstr an120; set decangle vstr an100"
set an120 "cg_thirdPersonAngle 120; set incangle vstr an130; set decangle vstr an110"
set an130 "cg_thirdPersonAngle 130; set incangle vstr an140; set decangle vstr an120"
set an140 "cg_thirdPersonAngle 140; set incangle vstr an150; set decangle vstr an130"
set an150 "cg_thirdPersonAngle 150; set incangle vstr an160; set decangle vstr an140"
set an160 "cg_thirdPersonAngle 160; set incangle vstr an170; set decangle vstr an150"
set an170 "cg_thirdPersonAngle 170; set incangle vstr an180; set decangle vstr an160"
set an180 "cg_thirdPersonAngle 180; set incangle vstr an190; set decangle vstr an170"
set an190 "cg_thirdPersonAngle 190; set incangle vstr an200; set decangle vstr an180"
set an200 "cg_thirdPersonAngle 200; set incangle vstr an210; set decangle vstr an190"
set an210 "cg_thirdPersonAngle 210; set incangle vstr an220; set decangle vstr an200"
set an220 "cg_thirdPersonAngle 220; set incangle vstr an230; set decangle vstr an210"
set an230 "cg_thirdPersonAngle 230; set incangle vstr an240; set decangle vstr an220"
set an240 "cg_thirdPersonAngle 240; set incangle vstr an250; set decangle vstr an230"
set an250 "cg_thirdPersonAngle 250; set incangle vstr an260; set decangle vstr an240"
set an260 "cg_thirdPersonAngle 260; set incangle vstr an270; set decangle vstr an250"
set an270 "cg_thirdPersonAngle 270; set incangle vstr an280; set decangle vstr an260"
set an280 "cg_thirdPersonAngle 280; set incangle vstr an290; set decangle vstr an270"
set an290 "cg_thirdPersonAngle 290; set incangle vstr an300; set decangle vstr an280"
set an300 "cg_thirdPersonAngle 300; set incangle vstr an310; set decangle vstr an290"
set an310 "cg_thirdPersonAngle 310; set incangle vstr an320; set decangle vstr an300"
set an320 "cg_thirdPersonAngle 320; set incangle vstr an330; set decangle vstr an310"
set an330 "cg_thirdPersonAngle 330; set incangle vstr an340; set decangle vstr an320"
set an340 "cg_thirdPersonAngle 340; set incangle vstr an350; set decangle vstr an330"
set an350 "cg_thirdPersonAngle 350; set incangle vstr an0; set decangle vstr an340"
set incangle "vstr an10"
set decangle "vstr an350"
//========== TimeScale Slider ============= by <taggedzi>
set speed_00 "cl_freezeDemo 1; wait 15; ut_echo "TimeScale: x^60.0";set set_speed_plus "vstr speed_01"; set set_speed_minus “vstr speed_00”;"
set speed_01 "cl_freezeDemo 0; timescale 0.1; wait 15; ut_echo "TimeScale: x^60.1";set set_speed_plus "vstr speed_02"; set set_speed_minus “vstr speed_00”;"
set speed_02 "timescale 0.25; wait 15; ut_echo "TimeScale: x^60.25";set set_speed_plus "vstr speed_03"; set set_speed_minus “vstr speed_01”;"
set speed_03 "timescale 0.50; wait 15; ut_echo "TimeScale: x^60.50";set set_speed_plus "vstr speed_04"; set set_speed_minus “vstr speed_02”;"
set speed_04 "timescale 0.75; wait 15; ut_echo "TimeScale: x^60.75";set set_speed_plus "vstr speed_05"; set set_speed_minus “vstr speed_03”;"
set speed_05 "timescale 1.0; wait 15; ut_echo "TimeScale: x^61.0";set set_speed_plus "vstr speed_06"; set set_speed_minus “vstr speed_04”;"
set speed_06 "timescale 1.25; wait 15; ut_echo "TimeScale: x^61.25";set set_speed_plus "vstr speed_07"; set set_speed_minus “vstr speed_05”;"
set speed_07 "timescale 1.5; wait 15; ut_echo "TimeScale: x^61.50";set set_speed_plus "vstr speed_08"; set set_speed_minus “vstr speed_06”;"
set speed_08 "timescale 2.0; wait 15; ut_echo "TimeScale: x^62.0";set set_speed_plus "vstr speed_09"; set set_speed_minus “vstr speed_07”;"
set speed_09 "timescale 4.0; wait 15; ut_echo "TimeScale: ^64.0";set set_speed_plus "vstr speed_10"; set set_speed_minus “vstr speed_08”;"
set speed_10 "timescale 8.0; wait 15; ut_echo "TimeScale: ^68.0";set set_speed_plus "vstr speed_10"; set set_speed_minus “vstr speed_09”;"
set set_speed_plus "vstr speed_06"
set set_speed_minus "vstr speed_04"
//========== Volume Toggle ============= by <taggedzi>
set s_volumemute "s_volume 0.000; wait 15; ut_echo "audio volume: ^5[^9---------^5]";set set_volume_plus "vstr s_volumelowest"; set set_volume_minus “vstr s_volumemute”;"
set s_volumelowest "s_volume 0.100; wait 15; ut_echo "audio volume: ^5[^6|^9--------^5]";set set_volume_plus "vstr s_volumelow"; set set_volume_minus “vstr s_volumemute”;"
set s_volumelow "s_volume 0.350; wait 15; ut_echo "audio volume: ^5[^6|||^9------^5]";set set_volume_plus "vstr s_volumemed"; wait 15; set set_volume_minus “vstr s_volumelowest”;"
set s_volumemed "s_volume 0.620; wait 15; ut_echo "audio volume: ^5[^6||||||^9---^5]";set set_volume_plus "vstr s_volumehigh"; set set_volume_minus “vstr s_volumelow”;"
set s_volumehigh "s_volume 1.000; wait 15; ut_echo "audio volume: ^5[^6|||||||||^5]";set set_volume_plus "vstr s_volumehigh"; set set_volume_minus “vstr s_volumemed”;"
set set_volume_plus "vstr s_volumemute";
set set_volume_minus "vstr s_volumemute";
// restart the video for settings
vid_restart
bind PGUP "vstr fov_plus" // FOV UP
bind PGDN "vstr fov_minus" // FOV DOWN
bind HOME "vstr smooth_toggle" // Toggle Smooth Client
bind END "vstr normals_toggle" // Toggle Normals on display
bind INS "vstr set_volume_plus" // Volume UP
bind DEL "vstr set_volume_minus" // Volume Down
bind PRINT "vstr set_speed_minus" // Slow Down Time Scale
bind SCROLLOCK "toggle cl_freezeDemo" // Pause
bind PAUSE "vstr set_speed_plus" // Fast Forward (speed up time scale)
bind CTRL "vstr 3rd_toggle" // Toggle 3rd Person View
// ~~~~~~~~~ HUD Controls ~~~~~~~~~~~~
bind KP_PGDN "vstr drawteamoverlay" // Toggle Team Overlay Can be configured to preference via script, gui or command prompt
bind KP_RIGHTARROW "vstr lago" // Toggle The Lag-o-meter
bind KP_PGUP "toggle cg_drawteamscores" // Toggle Team Scores
bind KP_MINUS "vstr fpstoggle" // Toggle FPS
bind KP_PLUS "vstr timer_toggle" // Toggle Game Clocks
bind KP_HOME "vstr message_toggle" // Toggle Display of Game messages
bind KP_STAR "vstr hud_toggle" // Toggle Display of ALL HUD Objects
// Mini Map Controls
bind KP_LEFTARROW "toggle cg_maptoggle" // Direct Toggle to turn map on and off
bind KP_INS "vstr mapAlpha_minus" // Decrease/Disable Map Alpha
bind KP_DEL "vstr mapAlpha_plus" // Enable and Increase Map Alpha
bind KP_END "vstr mappos" // Scrol Through Map positions
// Gun Settings
bind KP_DOWNARROW "toggle cg_drawhands" // Toggle Display of the Gun
bind KP_5 "toggle cg_gunsize" // Toggle Small Gun Display
bind KP_UPARROW "vstr drawcrosshair" // Scroll Through All Varous Cross Hairs
bind KP_ENTER "vstr hudweaponinfo" // Scroll Through All Weapon Display Information
// ~~~~~~~~~ View Controls ~~~~~~~~~~~~
bind F11 "screenshotJPEG" // Take A Screen Shot in JPEG Format
bind F12 "vstr record_AVI" // Record Screen to AVI
bind DOWNARROW "vstr incrange" // Back up from Character in 3rd person View
bind UPARROW "vstr decrange" // Get closer to character in 3rd person view
bind LEFTARROW "vstr incangle" // Move Clockwise arround character in 3rd person view
bind RIGHTARROW "vstr decangle" // Move Counter Clockwize around character in 3rd person view
// SFX Toggles
bind F1 "toggle cg_sfxBreathing"
bind F2 "toggle cg_sfxMuzzleFlash"
bind F3 "toggle cg_sfxParticles" // will turn on/off all particle effects except hit effects.
bind F4 "toggle cg_sfxParticleSmoke"
bind F5 "toggle cg_sfxShowDamage" // will use damage skins on models when a player gets hit
bind F6 "toggle cg_sfxSurfaceImpacts" // shows bullet impact effects on hitting surfaces
bind F7 "toggle cg_sfxTeamBands"
- Round 0: The Config File
- Round 1: The Bind (Including Radio Binds)
- Round 2: Gear and Selections
- Round 3: Characters and Appearance (Including Fun Stuff)
- Round 4: HUD (Heads Up Display)
- Round 5: Configuration, Optimization, and Speed - Coming Soon
- Round 6: Advanced Scripts and Toggles
- Round 7: Bots
- Round 8: Screen shots, Demos and Recording
- Appendix A : Reference Settings and Options
- Appendix B: Commands, Variables, Ranges, and Descriptions
This file was last updated: "November 15, 2009, 12:05 am"
