Quake III Rally SDK | 30th August 2001

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

> Map Entities Applicable to All These properties are valid for all entities.
> Properties | .
> notreversed | If this is 1 the entity will not be spawned while the track is in reverse mode.
> notforward | If this is 1 the entity will not be spawned while racing the track in the normal direction.
> onlytracklength | Possible values, 0, 1 or 2. Entity will only be spawned during the corresponding track length (0 = short, 1 = medium, 2 = long).
> Worldspawn reversable 0 means track can only be raced in one direction. 1 means it can be raced in the either direction. reflectionImage Quake III Rally supports per-level reflection shaders. The cars reflection image should point to \textures\reflect\reflect.jpg. To specify a reflection image for a level you put a key and value in the worldspawn called "reflectionImage" and the value is the reflection image like "\textures\reflect\chrometest2.jpg". The reflection images must be 64x64 or less JPGs, TGAs wont work. They must also be less than 20k. If there is no reflectionImagekey in the worldspawn it will default to "\textures\reflect\chrometest2.jpg". Race Entities rally_startfinish Brush Trigger
> Properties | .
> laps | T he default number of laps.
> origin | P osition of the player when they respawn.
> angle | A ngle of the player when they respawn after death.
> rally_checkpoint Brush trigger
> Properties | .
> number | Checkpoint number.
> origin | P osition of the player when they respawn.
> angle | Angle of the player when they respawn after death.
> rally_sun Used for reference origin for doing lens flares. Not currently implemented. info_observer_spot Used for reference origin to watch the race in spectator mode. More than one can be put in the level. The closest one to the currently focused player will be chosen.
> Properties | .
> target | Same as targetname of info_null or other entity that the camera points at (creates a fix angle camera).
> spawnflags | 0 - Default, zooming camera 1 - No zoom
> info_player_deathmatch Used to spawn a player during non-race games. info_player_start Used to spawn players at the beginning of a race. Races must use the info_player_starts for their race starting positions otherwise the car placement will be random. This was done to allow for race maps to be used for deathmatch games as well without using the spawns for the race.
> Properties | .
> number | Starting grid position. Not required but then players will be placed randomly.
> rally_weather_rain A brush entity, rain falls inside the brush.
> Properties | .
> number | The number of particles to draw, usually from 200-500.
> spawnflags | 1 means disable splashes when the rain hits the ground.
> rally_weather_snow A brush entity , snow falls inside the brush.
> Properties | .
> number | The number of particles to draw, usually from 200-500.
> Armor item_armor_green +25 to armor item_armor_yellow +50 to armor item_armor_red +100 to armor Items/ Power-ups rally_item_shield When you pick up this icon, any incoming weapons damage is effectively halved for the duration of the charge. rally_item_turbo When you pick up a turbo icon, your vehicle becomes the fastest thing on the level. This is one of the few items that can be used when you want, rather than the effect starting as soon as you drive over it. However, Turbo Pickups cannot combine their effects with turbo pads (if present on the level). You can only have one turbo at a time. rally_item_haste This will supercharge your weapons rate of fire (ROF) for the duration of the timer. rally_item_regen When you grab the Regeneration, your health will gradually increase until it reaches 200 or the effect times out. rally_item_invis This cloaks anyone who picks it up for the duration of the charge. However, firing your weapon will still cause muzzle flash and in CTF mode, when you have the flag, your aura will still glow, indicating your position. rally_item_env This power up protects you from all environmentally caused damage, such as fire or bio spills. It will also negate the effects of skidding caused by oil slicks, but will not protect you from weapon based damage. It will also protect you from falling damage, except in cases where you fall into the void or deathfog. Rear Fire Weapons rally_weapon_bio Leave a trail of toxic mess that eats through armor like a knife through a scared, large breasted girl in a crappy horror flick. It also causes your pursuers to slow down a good deal, adding insult to injury. rally_weapon_flame Remember the effect in back to the future when the DeLorean went 88 MPH? Well, now you can do that same thing with the flame trail weapon, except you can't do the traveling through time part... rally_weapon_mine If you are being followed and the finish line is coming up fast, what better way to get rid of that tail then rolling a bunch of explosives at them? rally_weapon_oil The tried and true James Bond gadget we all know and love. But for added bonus, why not set it on fire and watch them burn while they play slip and slide. rally_weapon_smoke Smoke 'em if you got 'em. Smoke 'em off a cliff, into a pit, or a pool of toxic sludge. Scripted Objects Scripted objects replace all previous road side objects (cones, barriers etc) with a generic entity which gives you much more control. An example map with lots of scripted objects as well as some script files is included with the SDK. rally_scripted_object
> Properties | .
> script | The path and filename relative to the SDK directory.

Q3R Documentation v1.1 : 30th August 2001 : By Richard Smith, Jeff Garstecki and Steve Heijster