Quake III Rally | 17th March 2002

Introduction : Features : Map Entities : Console Commands : Player Models : Surface Parameters : Q3R FAQ : Credits

> Console Commands Controls and Game Related cvars
> +forward | Accelerate
> +back | Reverse
> +speed | Turbo
> controlMode | Toggles between control modes of cg_controlMode
> +hud | Brings up the secondary hud with additional info. This feature is not fully implemented yet.
> dropWeapon | Drops any rear weapon you have.
> mapstats | U sed like \mapstats <write arena file> "long map name". \mapstats 0 "Test map" This will print the data to the console. Substituting the 0 with a 1 will make it automatically generate a .arena file for the map. Make sure you are in the game type mode that the map will be played in. If it's a racing map that has weapons or power-ups make sure to be in one of the deathmatch racing modes when you run the command. More information can be found further down this page.
> g_forceEngineStart | Specify the number of millisecond of delay before everyone's engine is forced to start in a race.
> g_finishRaceDelay | T ime to wait in millisecond after the winner has finished the race before going to the next map.
> g_trackReversed | I f set to 1 then the track will be raced in the direction opposite to the normal direction. If the map does not support racing the track in the reverse direction this has no effect.
> g_tracklength | Normally set through the start server menus... 0 -Race the track in the short configuration 1 -Race the track in the medium configuration 2 -Race the track in the long configuration
> g_laplimit | Normally set through the start server menus.
> g_damageScale | Scales the damage the car takes when colliding with something.
> developer | Can be set to 1 by map makers to receive additional debugging messages while testing their maps.
> moveBPoint | Usage: moveBHandle x y z where the x, y, and the z are the amount to move the currently selected point on the bot path.
> moveBHandle | Usage: moveBHandle x y z where the x, y, and the z are the amount to move the currently selected handle on the bot path.
> prevBPoint | Moves selection to the previous point on the bot path.
> nextBPoint | Moves selection to the next point on the bot path.
> saveBPoints | Saves the current points and control points of the bot path to a file in the maps directory so the values can be put into the map.
> Client Cvars cg_controlMode 0 is mouse mode, 1 is joystick/steering wheel mode. Set through the menus or controlMode command. Joystick/steering wheel mode is not finished yet and tends to be very touchy, especially when using the keyboard. This command automatically turns on strafing so that the turn right/turn left keys act as strafe keys. Pushing the strafe key while in this mode could cause it to not function properly. cg_minSkidLength Minimum skid length Higher values draw skid marks using longer segments, cutting down on the number of polygons, but making the skid marks less curvy looking. cg_metricUnits Toggles between metric and imperial speedometer. Default off. cg_drawRearView Default is off. cg_thirdPerson Default is 1. Cannot be changed. cg_thirdPersonRange Default is 150. Changes the viewing distance from the rear of the car. cg_thirdPersonHeight Default is 20. Changes the viewing height. cg_manualshift Default is 0. Allows the player to manually shift the car from forward into reverse and visa versa. This does NOT mean a manual transmission. cg_checkpointArrowMode Default is 1. 0 - Off. 1 - Arrow at the top of the HUD. 2 - Arrow floats above car. cg_atmosphericLevel Default is 2. 0 - Off. 1 - Low number of weather particles. 2 - High number of weather particles. cg_autodrop Default is 0. If this is 1 then the current rearweapon is automatically dropped if the player drives over another type of rearweapon pickup. cg_drawPositionSprites Default is 1. If this is on it will briefly display a position sprite over top of the player whenever the players position changes. cg_tightCamTracking Default is 0. Using a 1 for this will make the camera tracking tighter when in keyboard/ joystick control mode. cg_rearViewRenderLevel Default is 3. Set through menus. It controls which graphics, like marks, smoke and players are shown in the rearview mirror. cg_mainViewRenderLevel Default is 15. Set through menus. It controls which graphics, like marks, smoke and players are shown in the main view. cg_engineSounds Default is 0. 0 = Off. No engine sounds will be played. 1 = On. Engine loops will be played. Warning - they sound bad. cg_drawBotPaths Default is 0. 0 = Off. No paths are displayed. 1 = On. The bot paths will be draw, red represents the path, blue represents the handles to the control point and the sphere represents the currently selected node. model Car/ skin name. rim Rim skin name. head Head model name. plate License plate skin name. Map Statistics These are the current mapstat keys for the .arena files that are implemented in the map select...
> longname | Long name of map.
> fraglimit | Frag limit.
> type | Types of game modes that this map can be used for. Values are... q3r_racing q3r_team_racing q3r_racing_dm q3r_team_racing_dm q3r_derby q3r_team_dm q3r_dm q3r_ctf
> starts | Number of player spawn points.
> laps | Number of laps.
> length | Length of track, calculated using distances between checkpoints.
> checkpoints | The number of checkpoints in the map.
> observerspots | Number of observer spots in the map.
> weapons | Number of weapons on the map.
> powerups | Number of power-ups on the map.
> reversable | I s the map reversable?
> author | Authors name.
Example... { map "q3r_country04" longname "Roll on Down the Line" fraglimit 20 type "q3r_racing q3r_team_racing q3r_racing_dm q3r_team_racing_dm" starts "3" laps "0" length "Unknown" checkpoints "0" observerspots "0" weapons "2" powerups "0" reversable "0" author "Stecki" }

Q3R Documentation v1.2.1 : 17th March 2002 : By Richard Smith, Jeff Garstecki and Steve Heijster