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Game Manual


A Load out information

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:

2 weapons, a sidearm, grenades and 1 item
2 weapons, a sidearm, 2 items
1 weapon, a sidearm, 3 items
1 weapon, a sidearm, grenades, 2 items

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 Controls & User Interface sections.

B Weapon Specs

KaBar Next Generation Knife

Caliber: 6 1/4" blade
Magazine: 5 knives
Fire modes: Slash, Throw
Attachments: Not Applicable


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 MP5K

Caliber: .45 ACP
Magazine: 25 Round Capacity
Fire modes: Burst, Full-Automatic
Attachments: Laser Sight, Silencer

Heckler & Koch UMP45

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

Colt M4 Carbine

Caliber: 5.56 x 45 NATO
Magazine: 30 Round Capacity
Fire modes: Semi-Automatic, Burst, Full Automatic
Attachments: Laser Sight, Silencer

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 29
Magazine: 30 Round Capacity
Fire modes: Semi-Automatic, Burst, Full Automatic
Attachments: Laser Sight, Silencer

Heckler & Koch G36

Caliber: 5.56 x 45 NATO
Magazine: 30 Round Capacity
Fire modes: Semi-Automatic, Burst, Full Automatic
Attachments: Silencer


Caliber: 5.56
Magazine: 150 Round Capacity
Fire modes: Automatic
Attachments: Silencer

Heckler & Koch PSG-1

Caliber: 7.62 x 51 NATO
Magazine: 8 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

C 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:

WeaponID#Weap_mode 0Weap_mode 1Weap_mode 2
Ka-Bar Knife1SlashThrow-
Beretta 92FS2Semi Auto--
.50 Desert Eagle3Semi Auto--
SPAS 124Semi Auto--
MP5K5Burst ModeFull Auto-
UMP456Burst ModeFull Auto-
HK697Short RangeLong Range-
LR300ML8Burst ModeSemi AutoFull Auto
G369Burst ModeSemi AutoFull Auto
PSG-110Semi Auto--
HE Grenade11Throw--
Flash Grenade12Throw--
Smoke Grenade13Throw--
SR814Bolt Action--
AK-10315Burst ModeSemi AutoFull Auto
Negev LMG17---
Colt M419Burst ModeSemi AutoFull Auto
Glock 1820Burst ModeSemi Auto-
Colt 191121Semi Auto--
Ingram MAC-1122Full Auto--
FR-F123Bolt Action--
Benelli24Semi Auto--
Magnum26Semi Auto--

Since gamers had issues in the past with their weapon modes, here is a simple fix to make sure they stay on the settings you designate.

1Make sure q3config.cfg isn't write protected.
2Remove the weapmode_save line completely out of the config.
3Jump back into the game play setup your weapons, save the config, quit the game.
4Load 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 "01000111220000202"

There are 16 individual digits, either a 0, 1 or 2 that correspond 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 HK69 set to long range, the knife set to throw and all the weapons set to full automatic fire.

D Binds & Scripts

There are a few different ways in which to approach 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 7.3. 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 is the game reads through the string. it will quickly select one weapon after another until it comes to the last valid command. This means that if you had both the SPAS 12 & the G36 and your string looked like:

bind key "weapon 4; weapon 9"

The G36 would be the final outcome, but if your script looked like this:

bind key "weapon 9; weapon 4"

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 better method that can be used in Urban Terror the command, "ut_weaptoggle" this can handle up to two arguments, which allow you to toggle between two different weapons, plus each argument covers a nice range of weapons. All this makes the "ut_weaptoggle" command much more flexible than the "weapon" command discussed prior.

Format examples:

bind x "ut_weaptoggle argument"
bind x "ut_weaptoggle argument argument"

Argument examples:


Weapons accessible with "ut_weaptoggle primary":

SPAS12 (if placed in the primary slot)
BENELLI (if placed in the primary slot)
MAC11 (if placed in the primary slot)
MP5K (if placed in the primary slot)
UMP45 (if placed in the primary slot)
P90 (if placed in the primary slot)

Weapons accessible with "ut_weaptoggle secondary":


Weapons accessible with "ut_weaptoggle grenade":

High Explosive

Weapons accessible with "ut_weaptoggle sidearm":

Desert Eagle

Now these can be used to switch between groups, example below:

bind key "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 grenades in your inventory.
By FrozenSand  -  Wednesday, 28 October 2009  -  viewed by 6062 members and 98730 visitors

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