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Game Mode Entities
Entities for the team and objective modes, including Autoball 🧪. Weapons, items and normal spawn points work exactly as in Quake III.
| Entity | Used in |
|---|---|
info_player_deathmatch |
All non-team modes, and as a fallback |
info_player_start |
Single player start |
info_player_intermission |
Camera position for the end-of-match scoreboard |
| Entity | Description |
|---|---|
team_CTF_redflag / team_CTF_blueflag
|
The team flags |
team_CTF_redplayer / team_CTF_blueplayer
|
Where the team spawns at the start of the match |
team_CTF_redspawn / team_CTF_bluespawn
|
Respawn points for the team during the match |
The game prints a warning in the console if a flag is missing.
Same as CTF, plus two more teams:
| Entity | Description |
|---|---|
team_CTF_greenflag / team_CTF_yellowflag
|
Flags of the green and yellow teams |
team_CTF_greenplayer / team_CTF_yellowplayer
|
Initial spawns |
team_CTF_greenspawn / team_CTF_yellowspawn
|
Respawn points |
Place all four flags and spawn sets. In the .arena file use q3r_ctf4 and set teams "4".
| Entity | Description |
|---|---|
team_DOMINATION_sigil |
A neutral control point. Teams capture it by driving through it. |
- Place at least three sigils. If a map has only two, the game turns a nearby item roughly between them into a third control point. That works, but you lose control over where it ends up.
- Capture time and scoring interval are server settings (
g_dominationCaptureDelay,g_dominationScoreInterval), see Server Configuration. -
.arenakeyword:q3r_dom
| Entity | Description |
|---|---|
trigger_koth_hill |
Brush entity covering the hill zone. A team holds the hill while its cars are inside the brush. |
team_KOTH_redplayer / team_KOTH_blueplayer
|
Initial spawns for red and blue |
team_KOTH_redspawn / team_KOTH_bluespawn
|
Respawn points. Place several around the map. |
Key on trigger_koth_hill
|
Default | Description |
|---|---|---|
indicatorHeight |
24 | Height of the HUD/world indicator above the top of the hill |
⚠️ A KOTH map needs exactly onetrigger_koth_hillwith a real (non-zero) volume. Otherwise the match doesn't start and the console showsKOTH ERROR: map … needs exactly one non-degenerate trigger_koth_hill. Only addq3r_kothto the.arenafile once the hill is in place.
Development build. Car football, see Autoball.
| Entity | Description |
|---|---|
autoball_ball |
The ball. Exactly one per map. Its origin is the centre kick-off spot; the ball is put back here at every kick-off. |
autoball_goal |
Brush entity (use common/trigger) for the goal volume, one per team. It is never solid, the ball rolls into it. |
team_CTF_redplayer / team_CTF_blueplayer
|
Kick-off spots. All cars are put here at every kick-off. |
team_CTF_redspawn / team_CTF_bluespawn
|
Respawn points after a demolition |
rally_item_turbo |
Turbo pickups, the only items left in Autoball. count = turbo in ms, wait = respawn time in seconds. |
Key on autoball_goal
|
Default | Description |
|---|---|---|
team |
red | Team that defends this goal. A ball entering the red goal counts for blue. |
Key on autoball_ball
|
Default | Description |
|---|---|---|
radius |
75 | Ball radius in units. The default model is made for 75. |
mass |
400 | Ball mass (a car is about 1400). Default from g_autoballMass. |
elasticity |
0.6 | Bounciness, 0–1. Default from g_autoballElasticity. |
friction / rolling_friction
|
0.4 / 0.02 | Surface grip / how fast a rolling ball slows down |
vehicle_impact_scale |
1.6 | Shot strength 0–2. Default from g_autoballImpactScale. |
vehicle_vertical_scale |
0.45 | Flattens car hits, 0–1. Car contacts point 35–45° up; 0.45 gives about 20°. Default from g_autoballVerticalScale. |
vehicle_lift |
0.15 | Minimum upward share of every car hit, 0–0.9. Default from g_autoballLift. |
max_speed |
3000 | Speed cap in units/s |
model |
models/autoball/ball.md3 |
Ball model |
ℹ️ Map keys override the defaults. If one of the tuning cvars (
g_autoballImpactScale,g_autoballVerticalScale,g_autoballLift,g_autoballMass,g_autoballElasticity) is changed while the map runs, the new value applies to every ball and overrides the map keys.
⚠️ Start the goal brush one ball radius (75 units) behind the goal line. The game checks the ball's centre, so the whole ball has to be over the line.
-
.arenakeyword:q3r_autoball. Entitygametypekey:autoball. - If the ball or a goal is missing, the console shows
AUTOBALL: this map has … red / … blue autoball_goal. - Bots need an
.aasfile. Layout tips are on the Autoball page.
No special entities are needed. Use an enclosed arena with enough spawn points, and list q3r_derby and/or q3r_lcs in the .arena file. Weapons placed in the map are removed automatically in Derby.
Any entity can be limited to certain modes with the gametype, notteam, notfree and notsingle keys. See Race Track Entities → Per-entity filter keys. That way one map can serve DM, Team DM and Domination with different item layouts.
🏁 Players
- Installation
- Controls
- Game Modes
- Autoball 🧪
- Vehicles
- Weapons and Powerups
- Maps
- Ghosts and Ghost Race
- Ladder for Players
- Client Settings
- Troubleshooting
🖥️ Server Admins
🛠️ Mappers & Modders