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Game Mode Entities

P3rlE edited this page Oct 9, 2026 · 2 revisions

Game Mode Entities

Entities for the team and objective modes, including Autoball 🧪. Weapons, items and normal spawn points work exactly as in Quake III.

Spawn points

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

Capture the Flag (CTF)

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.

Four-team CTF (CTF4)

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".

Domination

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.
  • .arena keyword: q3r_dom

King of the Hill (KOTH)

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 one trigger_koth_hill with a real (non-zero) volume. Otherwise the match doesn't start and the console shows KOTH ERROR: map … needs exactly one non-degenerate trigger_koth_hill. Only add q3r_koth to the .arena file once the hill is in place.

Autoball 🧪

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.

  • .arena keyword: q3r_autoball. Entity gametype key: autoball.
  • If the ball or a goal is missing, the console shows AUTOBALL: this map has … red / … blue autoball_goal.
  • Bots need an .aas file. Layout tips are on the Autoball page.

Demolition Derby and Last Car Standing

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.

Restricting entities to modes

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.

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