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Race Track Entities
These entities turn a map into a race track. All of them except bot_path_node are brush entities: create a brush, select it, and turn it into the entity.
The combined start/finish line of a lap track. Place one brush across the full width of the track.
| Key | Description |
|---|---|
laps |
Default lap count for this track. Used when the server has laplimit 0. |
Checkpoints make sure drivers really complete the lap. They also drive the position calculation, split times and the distance-to-go display.
| Key | Description |
|---|---|
number |
Required. Order of the checkpoint in driving direction, starting at 1. Every checkpoint needs a unique number. |
target |
Optional. Points to a target_position whose origin and angles are used as the checkpoint's reference point. |
| Spawnflag | Effect |
|---|---|
| (none) | Plays the checkpoint sound |
| 1 | Plays the checkpoint sound |
| 2 | Shows a message with the driver's position |
| 3 | Sound and message |
| 4 | Silent |
How numbering works: with N checkpoints, number them 1 … N. The rally_startfinish is counted automatically as the final checkpoint of the lap. When the track is raced in reverse, the order is mirrored automatically, so you don't need a second set of checkpoints.
💡 Put checkpoints where shortcuts would otherwise be possible, and space them fairly evenly. The track length shown in the HUD is calculated from the distances between them.
A sprint track has a separate start and finish instead of a rally_startfinish.
| Entity | Description |
|---|---|
rally_start |
Start line. Turns the map into a sprint track, so laps are forced to 1. |
rally_finish |
Finish line. Drivers finish here after passing all checkpoints. |
Use rally_checkpoint entities in between as usual. In the .arena file, list q3r_sprint in type.
One map can contain up to three track lengths and can be raced in reverse. The server picks the variant with g_trackLength (0/1/2) and g_trackReversed.
| Key | Default | Description |
|---|---|---|
allowShortTrack |
1 | Variant 0 is available |
allowMediumTrack |
1 | Variant 1 is available |
allowLongTrack |
1 | Variant 2 is available |
reversable |
0 |
1 allows the track to be raced in reverse |
If the server asks for a length the map doesn't allow, the next allowed one is used.
You can add these keys to any entity that exists at runtime: checkpoints, spawn points, items, triggers, func_static walls, and so on. They decide whether the entity spawns:
| Key | Example | The entity spawns… |
|---|---|---|
onlyTrackLength |
"01" |
…only on the listed lengths (0 short, 1 medium, 2 long). Default "012". |
notreversed |
"1" |
…only when the track is not reversed |
notforward |
"1" |
…only when the track is reversed |
gametype |
"racing derby" |
…only in the listed modes |
notsingle |
"1" |
…not in Single Player |
notteam |
"1" |
…not in team modes |
notfree |
"1" |
…not in non-team modes |
Names for gametype: racing, racing_dm, sprint, single, derby, lcs, elimination, dm, team, team_racing, team_racing_dm, ctf, ctf4, domination, koth. Ghost Race uses racing.
⚠️ World brushes andlightentities are compiled into the BSP and can't be switched per variant. Barriers that should only exist in some variants must be brush entities such asfunc_static.
Typical use: func_static barriers that close off the long section get onlyTrackLength "01", and the checkpoints of the long section get onlyTrackLength "2". Make sure the checkpoint numbers form a gap-free sequence for every variant.
A refuelling zone. Cars inside it are refilled continuously.
| Key | Default | Description |
|---|---|---|
rate |
10 | Fuel units per second |
max |
— | Fill up to this level (default: full tank) |
A point entity that sets the sun direction for the cars' dynamic lighting.
Camera positions for spectators.
| Key | Default | Description |
|---|---|---|
gravity |
1400 | World gravity (Quake III uses 800) |
enableDust |
0 |
1 enables dust effects |
enableSnow |
0 |
1 enables snow effects |
enableBreath |
0 |
1 enables breath effects |
reflectionImage |
textures/reflect/chrometest2 |
Environment map for car paint reflections |
music |
— | Background music |
message |
— | Map name shown while loading |
allowShortTrack / allowMediumTrack / allowLongTrack
|
1 | See track variants |
reversable |
0 | See track variants |
- Let bots drive your track: Bot Navigation
- Add weather: Weather
- Add props: Physics Props
- Register the map: Arena Files
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