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	<id>https://wiki.splashdamage.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Badman</id>
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	<updated>2026-04-21T11:30:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4130</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4130"/>
		<updated>2008-06-23T13:00:19Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://www.splashdamage.com/node/229 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://www.splashdamage.com/node/248 Download the Enemy Territory: QUAKE Wars Official Competition Mod]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]'''&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
----&lt;br /&gt;
*'''[[A Simple First Map]]''' - Learn how to set up the SDK Launcher, and then get started on mapping out a basic room!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Terrain]]''' - Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Megatexture]]''' - Already got a terrain model? Learn how to quickly apply a simple and natural-looking MegaTexture to your map!&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction and goals of the tutorial|An Advanced Map]]''' - Familiar with mapping? Learn how to set up more complex scripts and spawn points for an objective-based map!&lt;br /&gt;
&lt;br /&gt;
*'''[[How do I|How do I...?]]''' - Want to learn how to use the map editor more efficiently? Pick up tips and shortcuts in this quick reference guide.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4129</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4129"/>
		<updated>2008-06-23T13:00:05Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://www.splashdamage.com/node/229 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://www.splashdamage.com/node/246 Download the Enemy Territory: QUAKE Wars Official Competition Mod]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]'''&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
----&lt;br /&gt;
*'''[[A Simple First Map]]''' - Learn how to set up the SDK Launcher, and then get started on mapping out a basic room!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Terrain]]''' - Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Megatexture]]''' - Already got a terrain model? Learn how to quickly apply a simple and natural-looking MegaTexture to your map!&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction and goals of the tutorial|An Advanced Map]]''' - Familiar with mapping? Learn how to set up more complex scripts and spawn points for an objective-based map!&lt;br /&gt;
&lt;br /&gt;
*'''[[How do I|How do I...?]]''' - Want to learn how to use the map editor more efficiently? Pick up tips and shortcuts in this quick reference guide.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4128</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4128"/>
		<updated>2008-06-23T12:59:30Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://www.splashdamage.com/node/229 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]'''&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
----&lt;br /&gt;
*'''[[A Simple First Map]]''' - Learn how to set up the SDK Launcher, and then get started on mapping out a basic room!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Terrain]]''' - Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Megatexture]]''' - Already got a terrain model? Learn how to quickly apply a simple and natural-looking MegaTexture to your map!&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction and goals of the tutorial|An Advanced Map]]''' - Familiar with mapping? Learn how to set up more complex scripts and spawn points for an objective-based map!&lt;br /&gt;
&lt;br /&gt;
*'''[[How do I|How do I...?]]''' - Want to learn how to use the map editor more efficiently? Pick up tips and shortcuts in this quick reference guide.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4127</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4127"/>
		<updated>2008-06-23T12:58:42Z</updated>

		<summary type="html">&lt;p&gt;Badman: added download link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Download Locations==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Competition Mod can be downloaded from one of the locations listed at http://www.splashdamage.com/node/248.&lt;br /&gt;
&lt;br /&gt;
==Server Rules==&lt;br /&gt;
&lt;br /&gt;
To run Competition Mod rules on a server you'll need to set si_rules to sdGameRulesCompetition&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_unlockGrenadeLauncher}} – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockScopedRifle}} – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockExtraClip}} – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockFasterSprint}} – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockWeaponSpread}} – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxSoldiers}} – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxMedics}} – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxEngineers}} – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxFieldOps}} – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxCovertOps}} – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAggressors}} – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTechnicians}} – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxConstructors}} – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxOppressors}} – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxInfiltrators}} – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
{{consolecmd|g_maxGPMGs}} – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketLaunchers}} – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxSniperRifles}} – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHeavyWeapons}} – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxGrenadeLaunchers}} – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxAITs}} – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAPTs}} – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAVTs}} – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxArtillery}} – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHammers}} – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketArtillery}} – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxRadars}} – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxMines}} – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Server Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a server config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|admin pause}} – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin unpause}} – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unpauseTimer}} – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTeamTimeouts}} –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamTimeoutLength}} – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|callTimeout}} – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;roll&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Roll set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Client}} - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate next}} – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate prev}} – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate objective}} – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key ({{consolecmd|_activate}}) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind  1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind  2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind  3		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind  4		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind  q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind  w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind  e		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind  r		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. They are also used to display the amount of time remaining on a planted HE/Plasma charge. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_showPlayerNames}} – cvar used to toggle player spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showChargeTimers}} – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelAlpha}} – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackground}} – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackgroundColor}} – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelDropShadow}} – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelMaxDistance}} – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelPosition}} – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelSize}} – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelShowAll}} - cvar used to show labels even for players that are hidden (eg behind a wall)&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelTeamColors}} - enables the names to be coloured based on the team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelGDFColor}} – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelStroggColor}} – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showFreeFlyText}} – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_teamAirstrikeCost}} - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamAirstrikeRechargeTime}} – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|getConfigChecksum}} - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|getServerConfigChecksum}} - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin configChecksum}} - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|compareConfigs}} - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin compareConfigs}} - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==Alternate Vehicle Spawns==&lt;br /&gt;
&lt;br /&gt;
Some maps now have an alternate set of vehicle spawn points available through Competition Mod. These can be turned on or off by setting the cvar g_useTournyVehicles to 1 or 0.&lt;br /&gt;
&lt;br /&gt;
The affected maps are:&lt;br /&gt;
&lt;br /&gt;
Area 22&amp;lt;br&amp;gt;&lt;br /&gt;
Ark&amp;lt;br&amp;gt;&lt;br /&gt;
Island&amp;lt;br&amp;gt;&lt;br /&gt;
Quarry&amp;lt;br&amp;gt;&lt;br /&gt;
Refinery&amp;lt;br&amp;gt;&lt;br /&gt;
Sewer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MCP and Third Eye Camera Radar==&lt;br /&gt;
&lt;br /&gt;
	As of the final release of Competition Mod it is now possible for server admins to disable the radar ability of the MCP and the Third Eye Camera. This can be done with the following cvars.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_enableMCPRadar}} – when set to 0 this cvar turns off the radar ability of the MCP&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_enableThirdEyeRadar}} – when set to 0 this cvat turns off the Third Eye Camera’s radar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Leaning==&lt;br /&gt;
&lt;br /&gt;
	Another addition made with Competition Mod is the ability for server admins to disable player leaning completely. It is also possible to allow players to lean but disable their ability to fire whilst leaning. These options are all available via the follow cvar.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_allowLean}} – set to 0 this cvar disables the ability to lean, set to 1 it disables firing whilst leaning and when set to 2 leaning and firing are both enabled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useable Vehicle Limits==&lt;br /&gt;
&lt;br /&gt;
	With Competition Mod admins are now able to limit access to certain vehicles. All the vehicles normally available on a map are still present but the limits set by the admin mean that only a pre-defined number of a specific vehicle can be used at any one time. If the maximum number of that type of vehicle are in use, then players will not be able to enter any more of them.&lt;br /&gt;
&lt;br /&gt;
To set up this feature, the admin first needs to assign the vehicles they want to limit to the appropriate group. This can be done like so:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_vehicleClass_Anansi “Flyer”}} – this would put the Anansi into the group called “Flyer”&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_vehicleClass_Titan “Heavy”}} – this would put the Titan into the group called “Heavy”&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_vehicleClass_Trojan “Tapir”}} – this would put the Trojan into the group called “Tapir”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A full list of the available {{consolecmd|g_vehicleClass}} cvars can be obtained by writing {{consolecmd|g_vehcileClass}} in the console and then pressing the tab key.&lt;br /&gt;
&lt;br /&gt;
The name of the group is completely up to the user, though it's best to make it something appropriately descriptive. Once all the vehicles you wish to limit are added to groups, you can set a limit on the number of vehicles available in that group. For some of the examples above, this can be done with the following commands:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxActiveVehicles_Flyer 1}} – this would allow only one vehicle from the &amp;quot;Flyer&amp;quot; group at a time&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxActiveVehicles_Heavy 2}} – this would allow only two vehicles from the &amp;quot;Heavy&amp;quot; group at a time&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxActiveVehicles_Tapir 5}} – this would allow only five vehicles from the &amp;quot;Tapir&amp;quot; group at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this value is set to 0 then no vehicles from that group are allowed to be used. The {{consolecmd|g_maxActiveVehicles}} cvars are only generated after a group has been created (i.e. by adding a vehicle to it). As a result it is best to have all these commands in your server config rather than applying the limits on the fly via rcon. An example config that might be appropriate for competition is listed below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
set g_vehicleClass_Anansi &amp;quot;Flyer&amp;quot;&lt;br /&gt;
set g_vehicleClass_Bumblebee &amp;quot;Flyer&amp;quot;&lt;br /&gt;
set g_vehicleClass_Tormentor &amp;quot;Flyer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
set g_vehicleClass_Desecrator &amp;quot;Heavy&amp;quot;&lt;br /&gt;
set g_vehicleClass_Cyclops &amp;quot;Heavy&amp;quot;&lt;br /&gt;
set g_vehicleClass_Titan &amp;quot;Heavy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
set g_vehicleClass_Hog &amp;quot;Medium&amp;quot;&lt;br /&gt;
set g_vehicleClass_Trojan &amp;quot;Medium&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
set g_maxActiveVehicles_Flyer 0 &lt;br /&gt;
set g_maxActiveVehicles_Heavy 1 &lt;br /&gt;
set g_maxActiveVehicles_Medium 1 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_forceLimboSpectate}} – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_forceLimboSpectateMenuSticky}} – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|setSpawnPoint next}} – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint prev}} – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint default}} – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint base}} – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_autoRecordDemos}} – set to 1 this cvar starts demo recording automatically when the match is started&amp;lt;br&amp;gt; &lt;br /&gt;
{{consolecmd|g_autoScreenshot}} – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars {{consolecmd|g_autoDemoNameFormat}} and {{consolecmd|g_autoScreenshotNameFormat}}. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_competition_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_competition_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|m_bumblebeePitchScale}} – adjusts the vertical sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_bumblebeeYawScale}} – adjusts the horizontal sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehiclePitchScale}} – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehicleYawScale}} – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterPitchScale}} – adjusts the vertical sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterYawScale}} – adjusts the horizontal sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehiclePitchScale}} – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehicleYawScale}} – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerPitchScale}} – adjusts the vertical sensitivity as infantry and in the Icarus&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerYawScale}} – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar {{consolecmd|ui_swapFlightYawAndRoll}}. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_lookAtKiller}} – set this to a value of 0 to turn off the camera tracking a killer&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_lookAtMedic}} – set this to a value of 0 to turn off the camera tracking nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4126</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4126"/>
		<updated>2008-06-23T12:54:28Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The latest version of the Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at http://www.splashdamage.com/node/229.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== ETQW Competition Mod ==&lt;br /&gt;
&lt;br /&gt;
[[Enemy Territory: QUAKE Wars Competition Mod Guide]]&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4121</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=4121"/>
		<updated>2008-02-08T12:30:31Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/index.php?q=node/222 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/showthread.php?t=21160 Enemy Territory: QUAKE Wars SDK Known Issues]'''&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
----&lt;br /&gt;
*'''[[A Simple First Map]]''' - Learn how to set up the SDK Launcher, and then get started on mapping out a basic room!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Terrain]]''' - Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Megatexture]]''' - Already got a terrain model? Learn how to quickly apply a simple and natural-looking MegaTexture to your map!&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction and goals of the tutorial|An Advanced Map]]''' - Familiar with mapping? Learn how to set up more complex scripts and spawn points for an objective-based map!&lt;br /&gt;
&lt;br /&gt;
*'''[[How do I|How do I...?]]''' - Want to learn how to use the map editor more efficiently? Pick up tips and shortcuts in this quick reference guide.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4120</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4120"/>
		<updated>2008-02-08T12:28:21Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* ETQW Competition Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at http://community.enemyterritory.com/index.php?q=node/222.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== ETQW Competition Mod ==&lt;br /&gt;
&lt;br /&gt;
[[Enemy Territory: QUAKE Wars Competition Mod Guide]]&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4119</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4119"/>
		<updated>2008-02-08T12:25:43Z</updated>

		<summary type="html">&lt;p&gt;Badman: added comp mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at http://community.enemyterritory.com/index.php?q=node/222.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== ETQW Competition Mod ==&lt;br /&gt;
&lt;br /&gt;
[[Enemy_Territory: QUAKE_Wars Competition Mod Guide]]&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4118</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4118"/>
		<updated>2008-02-08T12:24:43Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at http://community.enemyterritory.com/index.php?q=node/222.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4117</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4117"/>
		<updated>2008-02-08T12:23:29Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at http://community.enemyterritory.com/index.php?q=node/210.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4116</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=4116"/>
		<updated>2008-02-08T12:23:16Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development Kit can be downloaded from the locations listed at [http://community.enemyterritory.com/index.php?q=node/210].&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Packaging up a Map or Mod]]''' - How to make pak files, and pak file configs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - a step-by-step guide for basic Megatextures.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== File Formats ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[PROCB|PROCB Mesh Data]]''' - Loading mesh data from a procb file.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - Simple steps to creating a terrain-based map.&lt;br /&gt;
* '''[[A Simple First Megatexture]]''' - Following on from the Simple First Terrain tutorial.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your Megatexture.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - A detailed guide to making a realistic, natural terrain and Megatexture.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your Megatexture.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - All aspects of terrain mesh creation including Out-of-Bounds geometry.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ETQW:TV ==&lt;br /&gt;
&lt;br /&gt;
[[ETQW:TV]] documentation.&lt;br /&gt;
&lt;br /&gt;
== Benchmarking ==&lt;br /&gt;
&lt;br /&gt;
[[Benchmarking]] documentation.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=ETQW:_TV&amp;diff=4115</id>
		<title>ETQW: TV</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=ETQW:_TV&amp;diff=4115"/>
		<updated>2008-02-08T12:22:11Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==An Overview: What is ETQW:TV?==&lt;br /&gt;
ETQW:TV is primarily aimed at competition gaming, where large audiences might want to watch high-profile matches without having to set up bandwidth-intensive and fixed-perspective video streaming.&lt;br /&gt;
&lt;br /&gt;
ETQW:TV essentially allows a server to host extra spectator slots, but without having any performance impact on the main server. This is achieved by running a so-called repeater that then streams data to spectator clients connected to it. You can also set up relay servers that increase the number of spectators that can watch a match. By stringing several relays together, ETQW:TV can be used to broadcast matches to hundreds of spectators, who can all follow the match as if they were on the main server.&lt;br /&gt;
&lt;br /&gt;
ETQW:TV also allows the feed operator to set up a deliberate broadcasting delay to prevent spectators from relaying information back to the players.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Connecting to an ETQW:TV relay server to spectate a tournament is exactly like joining a regular game.  Simply open up the Server Browser by hitting Play Online at the Main Menu, then from the Source tab, select either InternetTV or LANTV (depending upon if it is a local or internet game you want to be spectating).  Any available relay servers will be shown in the browser list under this filter.  To join, simply double-click the server as you would when joining a normal session to play online. &lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
Clients on a repeater may talk to other clients connected to the same repeater, but not to those on the main server, nor those on any other repeater in the chain, though they will be able to see global chat from the main server. Each viewer client's text will show their viewer index after their name, which can be used to kick abusive clients.&lt;br /&gt;
&lt;br /&gt;
==Client controls==&lt;br /&gt;
As a client, you can spectate players on the server by double clicking their name in the Limbo Menu's player list. You can also cycle through all clients on the main server (including spectators) by pressing your attack key (left mouse button by default), and you can switch to free camera mode by pressing your alt attack key (right mouse button by default).&lt;br /&gt;
&lt;br /&gt;
The speed of the camera can be controlled by changing the &amp;quot;pm_demoCamSpeed&amp;quot; cvar. You can also choose to spectate a specific client index or name by using the &amp;quot;setSpectateClient&amp;quot; console command.&lt;br /&gt;
&lt;br /&gt;
==VoIP==&lt;br /&gt;
There is currently no support for VoIP over repeaters.&lt;br /&gt;
&lt;br /&gt;
==Setting Up ETQW: TV Servers==&lt;br /&gt;
Running an ETQWtv relay server is recommended only for advanced users (primarily GSP and Tournament admins). Support for ETQW:TV is available through the Community Site Server Admin Nexus (http://community.enemyterritory.com/forums/forumdisplay.php?f=26) with information available through the ETQW Wiki (http://wiki.splashdamage.com/index.php/ETQW:_TV).&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4104</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4104"/>
		<updated>2008-02-05T14:20:17Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Look at Killer/Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_unlockGrenadeLauncher}} – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockScopedRifle}} – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockExtraClip}} – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockFasterSprint}} – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockWeaponSpread}} – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 makes means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxSoldiers}} – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxMedics}} – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxEngineers}} – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxFieldOps}} – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxCovertOps}} – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAggressors}} – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTechnicians}} – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxConstructors}} – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxOppressors}} – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxInfiltrators}} – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
{{consolecmd|g_maxGPMGs}} – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketLaunchers}} – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxSniperRifles}} – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHeavyWeapons}} – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxGrenadeLaunchers}} – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxAITs}} – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAPTs}} – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAVTs}} – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxArtillery}} – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHammers}} – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketArtillery}} – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxRadars}} – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxMines}} – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Server Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a server config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|admin pause}} – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin unpause}} – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unpauseTimer}} – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTeamTimeouts}} –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamTimeoutLength}} – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|callTimeout}} – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;role&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Role set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Client}} - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate next}} – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate prev}} – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate objective}} – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key ({{consolecmd|_activate}}) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind	1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind	2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind	3 		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind	4 		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind	q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind	w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind	e 		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind	r 		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_showPlayerNames}} – cvar used to toggle spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelAlpha}} – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackground}} – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackgroundColor}} – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelDropShadow}} – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelGDFColor}} – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelMaxDistance}} – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelPosition}} – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelSize}} – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelStroggColor}} – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showChargeTimers}} – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showFreeFlyText}} – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_teamAirstrikeCost}} - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamAirstrikeRechargeTime}} – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|getConfigChecksum}} - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|getServerConfigChecksum}} - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin configChecksum}} - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|compareConfigs}} - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin compareConfigs}} - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_forceLimboSpectate}} – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_forceLimboSpectateMenuSticky}} – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|setSpawnPoint next}} – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint prev}} – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint default}} – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint base}} – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_autoRecordDemos}} – set to 1 this cvar starts demo recording automatically when the match is started &lt;br /&gt;
{{consolecmd|g_autoScreenshot}} – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars {{consolecmd|g_autoDemoNameFormat}} and {{consolecmd|g_autoScreenshotNameFormat}}. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_tournament_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_tournament_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|m_bumblebeePitchScale}} – adjusts the vertical sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_bumblebeeYawScale}} – adjusts the horizontal sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehiclePitchScale}} – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehicleYawScale}} – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterPitchScale}} – adjusts the vertical sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterYawScale}} – adjusts the horizontal sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehiclePitchScale}} – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehicleYawScale}} – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerPitchScale}} – adjusts the vertical sensitivity as infantry and in the Icarus&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerYawScale}} – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar {{consolecmd|ui_swapFlightYawAndRoll}}. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_lookAtKiller}} – set this to a value of 0 to turn off the camera tracking a killer&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_lookAtMedic}} – set this to a value of 0 to turn off the camera tracking nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4103</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4103"/>
		<updated>2008-02-05T14:18:29Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Spectate Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_unlockGrenadeLauncher}} – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockScopedRifle}} – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockExtraClip}} – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockFasterSprint}} – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockWeaponSpread}} – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 makes means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxSoldiers}} – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxMedics}} – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxEngineers}} – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxFieldOps}} – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxCovertOps}} – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAggressors}} – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTechnicians}} – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxConstructors}} – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxOppressors}} – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxInfiltrators}} – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
{{consolecmd|g_maxGPMGs}} – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketLaunchers}} – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxSniperRifles}} – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHeavyWeapons}} – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxGrenadeLaunchers}} – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxAITs}} – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAPTs}} – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAVTs}} – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxArtillery}} – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHammers}} – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketArtillery}} – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxRadars}} – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxMines}} – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Server Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a server config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|admin pause}} – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin unpause}} – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unpauseTimer}} – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTeamTimeouts}} –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamTimeoutLength}} – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|callTimeout}} – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;role&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Role set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Client}} - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate next}} – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate prev}} – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate objective}} – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key ({{consolecmd|_activate}}) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind	1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind	2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind	3 		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind	4 		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind	q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind	w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind	e 		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind	r 		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_showPlayerNames}} – cvar used to toggle spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelAlpha}} – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackground}} – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackgroundColor}} – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelDropShadow}} – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelGDFColor}} – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelMaxDistance}} – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelPosition}} – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelSize}} – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelStroggColor}} – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showChargeTimers}} – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showFreeFlyText}} – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_teamAirstrikeCost}} - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamAirstrikeRechargeTime}} – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|getConfigChecksum}} - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|getServerConfigChecksum}} - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin configChecksum}} - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|compareConfigs}} - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin compareConfigs}} - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_forceLimboSpectate}} – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_forceLimboSpectateMenuSticky}} – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|setSpawnPoint next}} – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint prev}} – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint default}} – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint base}} – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_autoRecordDemos}} – set to 1 this cvar starts demo recording automatically when the match is started &lt;br /&gt;
{{consolecmd|g_autoScreenshot}} – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars {{consolecmd|g_autoDemoNameFormat}} and {{consolecmd|g_autoScreenshotNameFormat}}. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_tournament_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_tournament_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|m_bumblebeePitchScale}} – adjusts the vertical sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_bumblebeeYawScale}} – adjusts the horizontal sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehiclePitchScale}} – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehicleYawScale}} – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterPitchScale}} – adjusts the vertical sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterYawScale}} – adjusts the horizontal sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehiclePitchScale}} – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehicleYawScale}} – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerPitchScale}} – adjusts the vertical sensitivity as infantry and in the Icarus&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerYawScale}} – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar {{consolecmd|ui_swapFlightYawAndRoll}}. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_lookAtKiller}} – set this to a value of 0 to turn off the camera tracking a killer&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_lookAtMedic}} – set this to a value of 0 to turn off the camera nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4102</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4102"/>
		<updated>2008-02-05T14:17:04Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_unlockGrenadeLauncher}} – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockScopedRifle}} – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockExtraClip}} – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockFasterSprint}} – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unlockWeaponSpread}} – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 makes means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxSoldiers}} – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxMedics}} – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxEngineers}} – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxFieldOps}} – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxCovertOps}} – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAggressors}} – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTechnicians}} – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxConstructors}} – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxOppressors}} – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxInfiltrators}} – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
{{consolecmd|g_maxGPMGs}} – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketLaunchers}} – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxSniperRifles}} – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHeavyWeapons}} – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxGrenadeLaunchers}} – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxAITs}} – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAPTs}} – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxAVTs}} – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxArtillery}} – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxHammers}} – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxRocketArtillery}} – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxRadars}} – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_maxMines}} – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Server Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a server config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|admin pause}} – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin unpause}} – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_unpauseTimer}} – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_maxTeamTimeouts}} –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamTimeoutLength}} – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|callTimeout}} – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;role&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Role set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|Spectate Client}} - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate next}} – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate prev}} – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|Spectate objective}} – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key ({{consolecmd|_activate}}) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind	1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind	2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind	3 		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind	4 		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind	q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind	w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind	e 		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind	r 		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_showPlayerNames}} – cvar used to toggle spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelAlpha}} – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackground}} – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelBackgroundColor}} – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelDropShadow}} – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelGDFColor}} – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelMaxDistance}} – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelPosition}} – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelSize}} – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_specLabelStroggColor}} – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showChargeTimers}} – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_showFreeFlyText}} – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_teamAirstrikeCost}} - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_teamAirstrikeRechargeTime}} – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|getConfigChecksum}} - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|getServerConfigChecksum}} - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin configChecksum}} - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|compareConfigs}} - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|admin compareConfigs}} - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_forceLimboSpectate}} – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_forceLimboSpectateMenuSticky}} – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|setSpawnPoint next}} – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint prev}} – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint default}} – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|setSpawnPoint base}} – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_autoRecordDemos}} – set to 1 this cvar starts demo recording automatically when the match is started &lt;br /&gt;
{{consolecmd|g_autoScreenshot}} – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars {{consolecmd|g_autoDemoNameFormat}} and {{consolecmd|g_autoScreenshotNameFormat}}. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_tournament_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_tournament_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|m_bumblebeePitchScale}} – adjusts the vertical sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_bumblebeeYawScale}} – adjusts the horizontal sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehiclePitchScale}} – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_heavyVehicleYawScale}} – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterPitchScale}} – adjusts the vertical sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_helicopterYawScale}} – adjusts the horizontal sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehiclePitchScale}} – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_lightVehicleYawScale}} – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerPitchScale}} – adjusts the vertical sensitivity as infantry and in the Icarus&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|m_playerYawScale}} – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar {{consolecmd|ui_swapFlightYawAndRoll}}. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
{{consolecmd|g_lookAtKiller}} – set this to a value of 0 to turn off the camera tracking a killer&amp;lt;br&amp;gt;&lt;br /&gt;
{{consolecmd|g_lookAtMedic}} – set this to a value of 0 to turn off the camera nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4101</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4101"/>
		<updated>2008-02-05T14:09:24Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
'''g_unlockGrenadeLauncher''' – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockScopedRifle''' – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockExtraClip''' – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockFasterSprint''' – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockWeaponSpread''' – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 makes means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
'''g_maxSoldiers''' – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxMedics''' – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxEngineers''' – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxFieldOps''' – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxCovertOps''' – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAggressors''' – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxTechnicians''' – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxConstructors''' – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxOppressors''' – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxInfiltrators''' – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
'''g_maxGPMGs''' – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxRocketLaunchers''' – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxSniperRifles''' – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxHeavyWeapons''' – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxGrenadeLaunchers''' – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
'''g_maxAITs''' – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAPTs''' – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAVTs''' – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
'''g_maxArtillery''' – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxHammers''' – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxRocketArtillery''' – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
'''g_maxRadars''' – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
'''g_maxMines''' – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
'''admin pause''' – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin unpause''' – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unpauseTimer''' – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxTeamTimeouts''' –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_teamTimeoutLength''' – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
'''callTimeout''' – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;role&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Role set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
'''Spectate Client''' - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate next''' – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate prev''' – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate objective''' – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key (_activate) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind	1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind	2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind	3 		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind	4 		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind	q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind	w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind	e 		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind	r 		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
'''g_showPlayerNames''' – cvar used to toggle spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelAlpha''' – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelBackground''' – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelBackgroundColor''' – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelDropShadow''' – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelGDFColor''' – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelMaxDistance''' – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelPosition''' – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelSize''' – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelStroggColor''' – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_showChargeTimers''' – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_showFreeFlyText''' – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
'''g_teamAirstrikeCost''' - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_teamAirstrikeRechargeTime''' – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
'''getConfigChecksum''' - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
'''getServerConfigChecksum''' - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin configChecksum''' - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
'''compareConfigs''' - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin compareConfigs''' - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
'''g_forceLimboSpectate''' – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_forceLimboSpectateMenuSticky''' – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
'''setSpawnPoint next''' – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint prev''' – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint default''' – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint base''' – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
'''g_autoRecordDemos''' – set to 1 this cvar starts demo recording automatically when the match is started &lt;br /&gt;
'''g_autoScreenshot''' – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars '''g_autoDemoNameFormat''' and '''g_autoScreenshotNameFormat'''. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_tournament_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_tournament_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
'''m_bumblebeePitchScale''' – adjusts the vertical sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_bumblebeeYawScale''' – adjusts the horizontal sensitivity in the Bumblebee&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_heavyVehiclePitchScale''' – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_heavyVehicleYawScale''' – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_helicopterPitchScale''' – adjusts the vertical sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_helicopterYawScale''' – adjusts the horizontal sensitivity in the Anansi and Tormentor&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_lightVehiclePitchScale''' – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_lightVehicleYawScale''' – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_playerPitchScale''' – adjusts the vertical sensitivity as infantry and in the Icarus&amp;lt;br&amp;gt;&lt;br /&gt;
'''m_playerYawScale''' – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar ui_swapFlightYawAndRoll. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
'''g_lookAtKiller''' – set this to a value of 0 to turn off the camera tracking a killer&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_lookAtMedicr''' – set this to a value of 0 to turn off the camera nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4100</id>
		<title>Enemy Territory: QUAKE Wars Competition Mod Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars_Competition_Mod_Guide&amp;diff=4100"/>
		<updated>2008-02-05T14:06:09Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Enemy Territory: QUAKE Wars Competition Mod allows tournament organizers to easily implement and enforce specific rule-sets and enhances other competition related features of the game, such as ETQW:TV. It does this by providing additional Cvars and commands to both the players and server admins.&lt;br /&gt;
&lt;br /&gt;
This is a brief guide explaining some of those Cvars and commands and providing examples where necessary.&lt;br /&gt;
&lt;br /&gt;
==Weapon and Upgrade Unlocks==&lt;br /&gt;
&lt;br /&gt;
Some weapons and proficiency upgrades can be unlocked for all players from the match start in Competition Mod, despite proficiency being turned off. Setting the following Cvars to 1 will unlock these weapons and upgrades.&lt;br /&gt;
&lt;br /&gt;
'''g_unlockGrenadeLauncher''' – unlocks the Grenade/Plasma Launcher for the Engineer/Constructor&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockScopedRifle''' – unlocks the Scoped Assault Rifle/Accurised Lacerator for the Field Ops/Oppressor&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockExtraClip''' – unlocks extra ammo for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockFasterSprint''' – unlocks faster movement speed for all player classes&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unlockWeaponSpread''' – unlocks reduced weapon spread for all weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class, Weapon and Deployable Limits==&lt;br /&gt;
&lt;br /&gt;
Competition Mod also allows admins to set restrictions on the number of classes and deployables available to a team, as well as limiting some weapon types. The value placed against any of the following Cvars is the maximum number of that game element allowed. A value of -1 makes means there is no limit.&lt;br /&gt;
&lt;br /&gt;
===Class Limits===&lt;br /&gt;
&lt;br /&gt;
'''g_maxSoldiers''' – sets the number of GDF Soldiers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxMedics''' – sets the number of GDF Medics allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxEngineers''' – sets the number of GDF Engineers allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxFieldOps''' – sets the number of GDF Field Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxCovertOps''' – sets the number of GDF Covert Ops allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAggressors''' – sets the number of Strogg Aggressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxTechnicians''' – sets the number of Strogg Technicians allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxConstructors''' – sets the number of Strogg Constructors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxOppressors''' – sets the number of Strogg Oppressors allowed&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxInfiltrators''' – sets the number of Strogg Infiltrators allowed&lt;br /&gt;
&lt;br /&gt;
===Weapon Limits===&lt;br /&gt;
	&lt;br /&gt;
'''g_maxGPMGs''' – sets the number of GPMGs/Hyperblasters allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxRocketLaunchers''' – sets the number of Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxSniperRifles''' – sets the number of Sniper Rifle/Railguns allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxHeavyWeapons''' – limits the total number of GPMGs/Hyperblasters and Rocket Launchers/Obliterators allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxGrenadeLaunchers''' – sets the number of Grenade/Plasma Launchers allowed per team&lt;br /&gt;
&lt;br /&gt;
===Engineer/Constructor Turrets===&lt;br /&gt;
&lt;br /&gt;
'''g_maxAITs''' – sets the number of Artillery Interceptor Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAPTs''' – sets the number of Anti-Personnel Turrets allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxAVTs''' – sets the number of Anti-vehicle Turrets allowed per team&lt;br /&gt;
&lt;br /&gt;
===Field Ops/Oppressor Artillery===&lt;br /&gt;
&lt;br /&gt;
'''g_maxArtillery''' – sets the number of Artillery/Rail Howitzers allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxHammers''' – sets the number of Hammers/Dark Matter Cannons allowed per team&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxRocketArtillery''' – sets the number of Rocket Artillery/Plasma Mortars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Covert Ops/Infiltrator Radar===&lt;br /&gt;
&lt;br /&gt;
'''g_maxRadars''' – sets the number of Radars/Psi-Radars allowed per team&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
&lt;br /&gt;
'''g_maxMines''' – sets the total number of mines a team is allowed to have deployed at any one time&lt;br /&gt;
&lt;br /&gt;
===Example Config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a config file limiting deployables, weapons, class, and mines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **************************************************************&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// *******  Example class, dep and weapon limits config  ********&lt;br /&gt;
// *******                                               ********&lt;br /&gt;
// **************************************************************&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Turret restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxAITs 1			// Allows 1 Artillery Interceptor Turret per team&lt;br /&gt;
set g_maxAPTs 1			// Allows 1 Anti-Personnel Turret per team&lt;br /&gt;
set g_maxAVTs 1			// Allows 1 Anti-Vehicle Turret per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Artillery Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxArtillery 1		// Allows 1 Artillery or Rail Howitzer per team&lt;br /&gt;
set g_maxRocketArtillery 1	// Allows 1 Rocket Artillery or Plasma Mortar per team&lt;br /&gt;
set g_maxHammers 1		// Allows 1 Hammer or Dark Matter Cannon per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Weapon Restrictions&lt;br /&gt;
&lt;br /&gt;
set g_maxRocketLaunchers 1	// Allows 1 Rocket Launcer or Obliterator per team&lt;br /&gt;
set g_maxGPMGs 2		// Allows 2 GPMGs or Hyperblasters per team&lt;br /&gt;
set g_maxGrenadeLaunchers -1  	// Allows unlimited Grenade Launchers per team if the Grenade Launcher is available&lt;br /&gt;
set g_maxHeavyWeapons -1	// Set no limit to Heavy Weapons&lt;br /&gt;
set g_maxSniperRifles 1		// Allows 1 Sniper Rifle or Rail Gun per team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Mine Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxMines 8		// Allows each team to only have a maximum 8 mines deployed at one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Radar Limit&lt;br /&gt;
&lt;br /&gt;
set g_maxRadars 1		// Allows each team to deploy only 1 Radar at a time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Strogg Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxAggressors 2		// Limits Strogg to 2 Aggressors at any one time&lt;br /&gt;
set g_maxTechnicians 2		// Limits Strogg to 2 Technicians at any one time&lt;br /&gt;
set g_maxConstructors 3		// Limits Strogg to 3 Constructors at any one time&lt;br /&gt;
set g_maxOppressors 2		// Limits Strogg to 2 Oppressors at any one time&lt;br /&gt;
set g_maxInfiltrators 2		// Limits Strogg to 2 Infiltrators at any one time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// GDF Class Limits&lt;br /&gt;
&lt;br /&gt;
set g_maxSoldiers 2		// Limits GDF to 2 Soldiers at any one time&lt;br /&gt;
set g_maxMedics 2 		// Limits GDF to 2 Medics at any one time&lt;br /&gt;
set g_maxEngineers 2		// Limits GDF to 2 Engineers at any one time&lt;br /&gt;
set g_maxFieldOps 4		// Limits GDF to 4 Field Ops at any one time&lt;br /&gt;
set g_maxCovertOps 1		// Limits GDF to 1 Covert Op at any one time&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pausing and Time Outs==&lt;br /&gt;
&lt;br /&gt;
Further support has been added for pausing matches as well as a new Team Timeout feature. Any player on either team can call a time out at any time during a game (if allowed on the server), this will pause the game for a set amount of time before counting the game back in and restarting it. Related Cvars and Commands are listed below.&lt;br /&gt;
&lt;br /&gt;
'''admin pause''' – Command to pause a game indefinitely&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin unpause''' – Command to un-pause a game&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_unpauseTimer''' – Sets the duration, in seconds, of the match restart countdown that plays after a pause or time out has ended&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_maxTeamTimeouts''' –  Determines how many timeouts a team can use per match, value of -1 turns timeouts off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_teamTimeoutLength''' – Sets the duration, in minutes, a timeout will last&amp;lt;br&amp;gt;&lt;br /&gt;
'''callTimeout''' – Command used to start a timeout, any player is able to call a time out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spectating and 'Spec Labels'==&lt;br /&gt;
&lt;br /&gt;
With Competition Mod spectators are now able to view players in free fly mode with much greater control and feedback. Support is added for pre-set cameras, binding hot keys for viewing specific clients and for clicking on individual players to jump into their first person perspective. In addition labels can now be added to players when spectating, allowing much easier identification of individuals. These spec labels are customized via client side Cvars.&lt;br /&gt;
&lt;br /&gt;
===Spectate Position===&lt;br /&gt;
&lt;br /&gt;
This command allows the user to jump to a specific point on the map, looking in a pre-set direction, essentially jumping to user defined camera. The command is set in the following format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Spectate Position &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;yaw&amp;gt; &amp;lt;pitch&amp;gt; &amp;lt;role&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here X, Y and Z are the coordinates at which the camera will be placed, Yaw, Pitch and Role set the direction in which it will be looking. The easiest way to obtain these values is to start ETQW, launch Play Computer, fly to the position at which you'd like the camera to be placed and then use the command 'getviewpos'. This will capture the coordinates for your current point of view to the clipboard and you can use these for your camera. You will need net_allowcheats to be set to 1 to be able to use the getviewpos command.&lt;br /&gt;
&lt;br /&gt;
Obviously this is not very easy to do on the fly so it is best to make a series of binds for each map and then store them in a config file. An example of a bind for a ready made camera for the map Valley is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;bind k &amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other spectate commands===&lt;br /&gt;
&lt;br /&gt;
'''Spectate Client''' - Jumps to spectating a specific player based on the client number or the player name entered e.g. &amp;quot;Specate Client 1&amp;quot; or &amp;quot;Spectate Client Tapir&amp;quot; for a player called Tapir&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate next''' – Jumps to the next player&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate prev''' – Jumps to the previous player&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spectate objective''' – Jumps to a player currently attempting to complete the objective or jumps to view a planted HE/Plasma charge (only works on Primary Objectives)&lt;br /&gt;
&lt;br /&gt;
Pressing the use key (_activate) whilst a player is under the spectators crosshair will now jump to that players point of view, allowing for more fluid transitions between first person and free fly mode &lt;br /&gt;
&lt;br /&gt;
===Example spectator config===&lt;br /&gt;
&lt;br /&gt;
This is an example of a client config file set up to jump to specific clients, map locations, and objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
// **********************************&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// *******  Specator Config  ********&lt;br /&gt;
// *******                   ********&lt;br /&gt;
// **********************************&lt;br /&gt;
&lt;br /&gt;
// Number keys are bound to specific clients based on client number (ignores clients that are also spectating)&lt;br /&gt;
&lt;br /&gt;
bind	1		&amp;quot;spectate client 1&amp;quot;					&lt;br /&gt;
bind	2		&amp;quot;spectate client 2&amp;quot;&lt;br /&gt;
bind	3 		&amp;quot;spectate client 3&amp;quot;&lt;br /&gt;
bind	4 		&amp;quot;spectate client 4&amp;quot;&lt;br /&gt;
bind  5		&amp;quot;spectate client 5&amp;quot;&lt;br /&gt;
bind  6		&amp;quot;spectate client 6&amp;quot;		&lt;br /&gt;
bind  7		&amp;quot;spectate client 7&amp;quot;	&lt;br /&gt;
bind  8		&amp;quot;spectate client 8&amp;quot;&lt;br /&gt;
bind  9		&amp;quot;spectate client 9&amp;quot;&lt;br /&gt;
bind  0		&amp;quot;spectate client 10&amp;quot;&lt;br /&gt;
bind  -		&amp;quot;spectate client 11&amp;quot;&lt;br /&gt;
bind  =		&amp;quot;spectate client 12&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to specific clients based on the player's name&lt;br /&gt;
&lt;br /&gt;
bind	q		&amp;quot;spectate client AO&amp;quot;					&lt;br /&gt;
bind	w		&amp;quot;spectate client 'Bongo Boy'&amp;quot;&lt;br /&gt;
bind	e 		&amp;quot;spectate client ducks&amp;quot;&lt;br /&gt;
bind	r 		&amp;quot;spectate client Digibob&amp;quot;&lt;br /&gt;
bind  t		&amp;quot;spectate client RR2DO2&amp;quot;&lt;br /&gt;
bind  y		&amp;quot;spectate client Wils&amp;quot;		&lt;br /&gt;
bind  u		&amp;quot;spectate client MoP&amp;quot;	&lt;br /&gt;
bind  i		&amp;quot;spectate client Anti&amp;quot;&lt;br /&gt;
bind  o		&amp;quot;spectate client Smooth&amp;quot;&lt;br /&gt;
bind  p		&amp;quot;spectate client Jose&amp;quot;&lt;br /&gt;
bind  [		&amp;quot;spectate client Huntle&amp;quot;&lt;br /&gt;
bind  ]		&amp;quot;spectate client JFK&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Keys bound to toggle through clients&lt;br /&gt;
&lt;br /&gt;
bind rightarrow	&amp;quot;spectate next&amp;quot;&lt;br /&gt;
bind leftarrow	&amp;quot;spectate prev&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Pre-set cameras for Valley&lt;br /&gt;
&lt;br /&gt;
bind kp_end		&amp;quot;spectate position 9044.66 -4553.08 1891.27 24.87 -334.34 0.00&amp;quot;		// Views obj. 1&lt;br /&gt;
bind kp_downarrow	&amp;quot;spectate position 3862.32 1435.13 1879.86 131.09 -353.98 0.00&amp;quot;		// Views Tunnel Spawn&lt;br /&gt;
bind kp_pgdn	&amp;quot;spectate position 1085.68 8092.22 1955.78 274.70 -337.35 0.00&amp;quot;		// Views obj. 2&lt;br /&gt;
bind kp_leftarrow	&amp;quot;spectate position -6847.38 -4325.94 2230.2 244.78 -340.67 0.00&amp;quot;		// Views obj. 3&lt;br /&gt;
bind kp_5		&amp;quot;spectate position -5549.77 -9793.78 1934.23 174.49 -330.27 0.00&amp;quot;		// Views obj. 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Jumps to spectating any player currently achieving the objective&lt;br /&gt;
&lt;br /&gt;
bind a 		&amp;quot;spectate objective&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spec Labels===&lt;br /&gt;
&lt;br /&gt;
Spec Labels are fully customizable name tags that hover next to players in-world when spectating them to aid a viewers understanding of who they are watching. The labels are controlled client side and are usable with ETQW:TV. The following Cvars are used for editing spec labels:&lt;br /&gt;
&lt;br /&gt;
'''g_showPlayerNames''' – cvar used to toggle spec labels on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelAlpha''' – adjusts the alpha of the text on the spec label&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelBackground''' – cvar used to toggle the label background on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelBackgroundColor''' – adjusts the background color of the label, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelDropShadow''' – adds or removes drop shadow on the label text&amp;lt;br&amp;gt;&lt;br /&gt;
g_specLabelGDFColor''' – adjusts the text color on GDF labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelMaxDistance''' – adjusts the distance at which spec labels become visible&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelPosition''' – adjusts where a label appears in relation to a player (0 = above, 1 = center, 2 = below)&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelSize''' – adjusts the size of the label&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_specLabelStroggColor''' – adjusts the text color on Strogg labels, format &amp;quot;&amp;lt;nowiki&amp;gt;&amp;lt;R&amp;gt; &amp;lt;G&amp;gt; &amp;lt;B&amp;gt; &amp;lt;Alpha&amp;gt;&amp;lt;nowiki&amp;gt;/&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_showChargeTimers''' – cvar used to toggle in-world HE/Plasma charge timers on/off&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_showFreeFlyText''' – cvar used to add/remove the 'free fly mode' text that appears in the center of the screen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vampire/Violator Team Charge Bar==&lt;br /&gt;
&lt;br /&gt;
Competition Mod makes it possible to have a shared charge bar on the Vampire/Violator for each team. When turned on this can be used to prevent teams from 'spamming' fire support at the same time or in quick succession.&lt;br /&gt;
&lt;br /&gt;
'''g_teamAirstrikeCost''' - This cvar sets the percentage of the team's charge bar a single air strike will use, set to 100 a single Vampire strike would use the whole charge bar and it would have to fully re-fill before another Vampire could be used. Set to 50 a single Vampire being thrown would cause the charge bar to re-fill from half way, halving the time before another strike could be made. If the cvar is set to -1 then no shared team charge bar is set.&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_teamAirstrikeRechargeTime''' – Sets the time in seconds it takes for the whole charge bar to re-fill&lt;br /&gt;
&lt;br /&gt;
==Signed Configs==&lt;br /&gt;
&lt;br /&gt;
Support is also available for checking configs between the client and the server, this allows players to ensure that the config that is being run on the server is the correct one. For example if the server is supposed to be running OfficialComp.cfg for a tournament players would be able to download it to their own machine and then check it against the server's version, comparing checksums to see if they are the same. The following commands are used to compare configs, in each case the name of the config to check is entered after the command.&lt;br /&gt;
&lt;br /&gt;
'''getConfigChecksum''' - generates a checksum for a config stored on the client and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
'''getServerConfigChecksum''' - generates a checksum for a config stored on the server and prints it to the player requesting it&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin configChecksum''' - generates a checksum for a config stored on the server and prints it to all players on the server&amp;lt;br&amp;gt;&lt;br /&gt;
'''compareConfigs''' - compares a config stored on the client with one on the server and tells the player if they match or not&amp;lt;br&amp;gt;&lt;br /&gt;
'''admin compareConfigs''' - compares a config stored on the client with one on the server and tells all players on the server if they match or not &lt;br /&gt;
&lt;br /&gt;
==General Changes==&lt;br /&gt;
&lt;br /&gt;
===Force Limbo Spectate===&lt;br /&gt;
&lt;br /&gt;
These cvars allow server admins to prevent 'gibbed' players from viewing the battlefield from their corpse.&lt;br /&gt;
&lt;br /&gt;
'''g_forceLimboSpectate''' – when set to 1 this forces gibbed players to spectate team mates until they re-spawn, or if all team mates are dead forces them to the limbo menu&amp;lt;br&amp;gt;&lt;br /&gt;
'''g_forceLimboSpectateMenuSticky''' – cvar sets if the limbo menu should automatically close if a player forced to the limbo menu re-spawns&lt;br /&gt;
&lt;br /&gt;
===setSpawnPoint Commands===&lt;br /&gt;
&lt;br /&gt;
Competition Mod provides a series of commands that allow players to select spawn points across the map without having to use the limbo menu. These commands can be bound to keys to allow very fast spawn point selection.&lt;br /&gt;
&lt;br /&gt;
'''setSpawnPoint next''' – selects one spawn ahead of the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint prev''' – selects one spawn back from the player's current selection&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint default''' – selects the current front-line spawn point&amp;lt;br&amp;gt;&lt;br /&gt;
'''setSpawnPoint base''' – sets the player's spawn point to the main base (Command Center/Domination Hub)&lt;br /&gt;
&lt;br /&gt;
===Auto Demo Recording and Screenshots===&lt;br /&gt;
&lt;br /&gt;
It is possible for players to auto record their own demo files and generate screenshots of the end game scoreboard using Competition Mod. These files can also be given a customized naming format.&lt;br /&gt;
&lt;br /&gt;
g_autoRecordDemos – set to 1 this cvar starts demo recording automatically when the match is started &lt;br /&gt;
g_autoScreenshot – set to 1 this cvar will automatically take a screenshot of the end game scoreboard&lt;br /&gt;
&lt;br /&gt;
Auto recorded demos and auto screenshots can also have a user defined name format applied to them using the cvars g_autoDemoNameFormat and g_autoScreenshotNameFormat. These default to the following formats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;$year$$month$$day$_$hour$$min$$sec$_$map$_$rules$_$name$_build_$srcrev$_$mediarev$.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These would result in the following file names respectively:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;scoreboard_20080205_103901_maps_sewer_tournament_first_Player_build_12095_33034.tga&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;20080205_103617_sewer_tournament_first_Player_build_12095_33034.ndm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Separate Vehicle Sensitivity Settings===&lt;br /&gt;
&lt;br /&gt;
In Competition Mod it's possible to adjust mouse sensitivity for specific vehicles, allowing players to have high sensitivity in some vehicles with low sensitivity in others, all without effecting their sensitivity when playing as Infantry. The Cvars used to scale the sensitivity in the various vehicles are listed below. Each vehicle has two sensitivity cvars, one for vertical movement, one for horizontal. To adjust the general sensitivity then the value of both cvars should be the same.&lt;br /&gt;
&lt;br /&gt;
m_bumblebeePitchScale – adjusts the vertical sensitivity in the Bumblebee&lt;br /&gt;
m_bumblebeeYawScale – adjusts the horizontal sensitivity in the Bumblebee&lt;br /&gt;
m_heavyVehiclePitchScale – adjusts the vertical sensitivity in the Titan, Cyclops and Desecrator&lt;br /&gt;
m_heavyVehicleYawScale – adjusts the horizontal sensitivity in the Titan, Cyclops and Desecrator&lt;br /&gt;
m_helicopterPitchScale – adjusts the vertical sensitivity in the Anansi and Tormentor&lt;br /&gt;
m_helicopterYawScale – adjusts the horizontal sensitivity in the Anansi and Tormentor&lt;br /&gt;
m_lightVehiclePitchScale – adjusts the vertical sensitivity in the Trojan, Armadillo, Hog and Husky&lt;br /&gt;
m_lightVehicleYawScale – adjusts the horizontal sensitivity in the Trojan, Armadillo, Hog and Husky&lt;br /&gt;
m_playerPitchScale – adjusts the vertical sensitivity as infantry and in the Icarus&lt;br /&gt;
m_playerYawScale – adjusts the horizontal sensitivity as infantry and in the Icarus&lt;br /&gt;
&lt;br /&gt;
Players are also able to switch yaw and roll between the keyboard and the mouse if they choose to using the cvar ui_swapFlightYawAndRoll. Setting this to a value of 1 causes the mouse to become the control for yaw and the keys to become the control for roll.&lt;br /&gt;
&lt;br /&gt;
===Look at Killer/Medic===&lt;br /&gt;
&lt;br /&gt;
Normally a dead players point of view will snap to look towards their killer or a nearby medic, this feedback is to help the user understand who just killed them or if they should tap out or not. With Competition Mod the player is now able to turn off this functionality if they choose to.&lt;br /&gt;
&lt;br /&gt;
g_lookAtKiller – set this to a value of 0 to turn off the camera tracking a killer&lt;br /&gt;
g_lookAtMedicr – set this to a value of 0 to turn off the camera nearby Medics/Technicians&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3958</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3958"/>
		<updated>2007-12-11T11:37:01Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development kit is currently in BETA. A list of download locations is [http://community.enemyterritory.com/index.php?q=node/210 available here].&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - a step-by-step guide towards making a simple map.&lt;br /&gt;
* '''[[A Simple Second Map]]''' - a second step-by-step guide.&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - a step-by-step guide for terrains.&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - more detailed guide for terrain meshes.&lt;br /&gt;
* '''[[An Advanced Terrain and Megatexture]]''' - a comprehensive guide for making detailed terrain models with Megatextures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Adding Custom Textures]]''' - Create materials to add your own custom textures to the game.&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A Simple First Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple Second Map]]''' - step-by-step guide towards making a simple map&lt;br /&gt;
* '''[[A Simple First Terrain]]''' - step-by-step guide creating a simple terrain&lt;br /&gt;
* '''[[An Advanced Map]]''' - includes terrain&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Map Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[Collision Meshes]]''' - Optimized models for in-game physics collision.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your MegaTexture.&lt;br /&gt;
* '''[[An_Advanced_Terrain_and_Megatexture|An Advanced Terrain and Megatexture]]''' - A guide to making a Terrain and Megatexture.&lt;br /&gt;
* '''[[Generate a MegaTexture]]''' - Render and compile your MegaTexture.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3957</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3957"/>
		<updated>2007-12-11T11:36:50Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Enemy Territory: QUAKE Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/index.php?q=node/210 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[http://community.enemyterritory.com/forums/showthread.php?t=18905 Enemy Territory: QUAKE Wars SDK Known Issues]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
----&lt;br /&gt;
*'''[[A Simple First Map]]''' - Learn how to set up the SDK Launcher, and then get started on mapping out a basic room!&lt;br /&gt;
&lt;br /&gt;
*'''[[A Simple First Terrain]]''' - Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map!&lt;br /&gt;
&lt;br /&gt;
*'''[[Introduction and goals of the tutorial|An Advanced Map]]''' - Already familiar with mapping? Learn how to set up more complex scripts and spawn points for an objective-based map!&lt;br /&gt;
&lt;br /&gt;
*'''[[How do I|How do I...?]]''' - Want to learn how to use the map editor more efficiently? Pick up tips and shortcuts in this quick reference guide.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
----&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3771</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3771"/>
		<updated>2007-11-27T10:41:26Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/index.php?q=node/204 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[http://community.enemyterritory.com/forums/showthread.php?t=17774 Enemy Territory: QUAKE Wars SDK Known Issues]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Wolfenstein:_Enemy_Territory_SDK&amp;diff=3769</id>
		<title>Wolfenstein: Enemy Territory SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Wolfenstein:_Enemy_Territory_SDK&amp;diff=3769"/>
		<updated>2007-11-27T10:41:08Z</updated>

		<summary type="html">&lt;p&gt;Badman: Wolfestein: Enemy Territory SDK moved to Wolfenstein: Enemy Territory SDK: typo in page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Wolfenstein: Enemy Territory SDK contains everything you need to create maps and modifications for the game. The SDK is currently available for Windows, Mac OS, and Linux.&lt;br /&gt;
&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/ET_2.60_SDK_Setup.exe Download the Wolfenstein: Enemy Territory SDK (Windows)]&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/et-2.60c-sdk.dmg Download the Wolfenstein: Enemy Territory SDK (Mac OS)]&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/et-linux-2.60-sdk.x86.run Download the Wolfenstein: Enemy Territory SDK (Linux)]&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Wolfestein:_Enemy_Territory_SDK&amp;diff=3770</id>
		<title>Wolfestein: Enemy Territory SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Wolfestein:_Enemy_Territory_SDK&amp;diff=3770"/>
		<updated>2007-11-27T10:41:08Z</updated>

		<summary type="html">&lt;p&gt;Badman: Wolfestein: Enemy Territory SDK moved to Wolfenstein: Enemy Territory SDK: typo in page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wolfenstein: Enemy Territory SDK]]&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3513</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3513"/>
		<updated>2007-11-22T11:45:28Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Software Development Kit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development kit is currently in BETA. A list of download locations is [http://community.enemyterritory.com/index.php?q=node/204 available here].&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
* '''[[Your First Map for ETQW]]''' - Step-by-step guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Coding ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Windows Code Notes]]''' - General information about compiling on Windows.&lt;br /&gt;
* '''[[Linux Code Notes]]''' - General information about compiling on Linux systems.&lt;br /&gt;
* '''[[Generating Compiled Scripts]]''' - Information on building a compiledscript DLL.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[A guide to your first map]]'''&lt;br /&gt;
* '''[[Your First Map for ETQW]]'''&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Design: Troubleshooting|Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
----&lt;br /&gt;
* '''[[Brush Basics]]'''&lt;br /&gt;
* '''[[Entity Basics]]'''&lt;br /&gt;
* '''[[Lighting Basics]]'''&lt;br /&gt;
* '''[[Portal Basics]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Common Textures]]'''&lt;br /&gt;
* '''[[Decals]]'''&lt;br /&gt;
* '''[[Editor Groups]]'''&lt;br /&gt;
* '''[[Map Objects]]'''&lt;br /&gt;
* '''[[References]]'''&lt;br /&gt;
* '''[[Sound]]'''&lt;br /&gt;
* '''[[Texturesheets]]'''&lt;br /&gt;
* '''[[Water]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Ambient Light Editor]]'''&lt;br /&gt;
* '''[[Atmosphere Editor]]'''&lt;br /&gt;
* '''[[Texture Editor]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Batches]]'''&lt;br /&gt;
* '''[[Deployables]]'''&lt;br /&gt;
* '''[[Detail Groups]]'''&lt;br /&gt;
* '''[[Developer cheats]]'''&lt;br /&gt;
* '''[[List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[LOD Groups]]'''&lt;br /&gt;
* '''[[Locations]]'''&lt;br /&gt;
* '''[[Model Instancing]]'''&lt;br /&gt;
* '''[[Occlusion Tests]]'''&lt;br /&gt;
* '''[[Performance Optimizations]]'''&lt;br /&gt;
* '''[[Surface Tree]]'''&lt;br /&gt;
* '''[[Surface Types]]'''&lt;br /&gt;
* '''[[Terrain Editing]]'''&lt;br /&gt;
* '''[[Terrain Editor]]'''&lt;br /&gt;
* '''[[Vehicle Route Constraint System]]'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your MegaTexture.&lt;br /&gt;
* '''[[MegaBuild]]''' - Render and compile your MegaTexture.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3510</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3510"/>
		<updated>2007-11-22T11:41:45Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/index.php?q=node/204 Download the Enemy Territory: QUAKE Wars Software Development Kit]'''&lt;br /&gt;
*'''[http://community.enemyterritory.com/forums/forumdisplay.php?f=24 Enemy Territory: QUAKE Wars Editing Forum]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[http://community.enemyterritory.com/forums/showthread.php?t=17774 Enemy Territory: QUAKE Wars SDK Known Issues]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfestein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3507</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3507"/>
		<updated>2007-11-22T11:35:26Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfestein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3506</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3506"/>
		<updated>2007-11-22T11:34:26Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein: Enemy Territory==&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfestein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Wolfenstein:_Enemy_Territory_SDK&amp;diff=3497</id>
		<title>Wolfenstein: Enemy Territory SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Wolfenstein:_Enemy_Territory_SDK&amp;diff=3497"/>
		<updated>2007-11-22T11:16:36Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Wolfenstein: Enemy Territory SDK contains everything you need to create maps and modifications for the game. The SDK is currently available for Windows, Mac OS, and Linux.&lt;br /&gt;
&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/ET_2.60_SDK_Setup.exe Download the Wolfenstein: Enemy Territory SDK (Windows)]&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/et-2.60c-sdk.dmg Download the Wolfenstein: Enemy Territory SDK (Mac OS)]&lt;br /&gt;
* [ftp://ftp.idsoftware.com/idstuff/et/sdk/et-linux-2.60-sdk.x86.run Download the Wolfenstein: Enemy Territory SDK (Linux)]&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3495</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3495"/>
		<updated>2007-11-22T11:14:07Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
==Featured Content==&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_wet.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory|Index of Wolfenstein: Enemy Territory Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Wolfestein: Enemy Territory SDK|Download the Wolfenstein: Enemy Territory Software Development Kit]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=File:Wiki_wet.jpg&amp;diff=3494</id>
		<title>File:Wiki wet.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=File:Wiki_wet.jpg&amp;diff=3494"/>
		<updated>2007-11-22T11:09:45Z</updated>

		<summary type="html">&lt;p&gt;Badman: Wolf:ET section image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolf:ET section image.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3250</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3250"/>
		<updated>2007-11-20T19:35:23Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
==Featured Content==&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3249</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3249"/>
		<updated>2007-11-20T19:33:40Z</updated>

		<summary type="html">&lt;p&gt;Badman: /* Enemy Territory: QUAKE Wars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #322923; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3248</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3248"/>
		<updated>2007-11-20T19:24:57Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #151F2E; text-align: right;&amp;quot; | [[Image:Wiki_etqw.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Index of Enemy Territory: QUAKE Wars Documentation and Tutorials]]'''&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars SDK|Download the Enemy Territory: QUAKE Wars Software Development Kit]]'''&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Frequently Asked Questions]]&lt;br /&gt;
*[[Enemy Territory: QUAKE Wars SDK Known Issues]]&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;br /&gt;
&lt;br /&gt;
'''[[Making a Terrain Model]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Follow the steps in this tutorial to build a terrain model for use in your Enemy Territory: QUAKE Wars map.&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=File:Wiki_etqw.jpg&amp;diff=3247</id>
		<title>File:Wiki etqw.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=File:Wiki_etqw.jpg&amp;diff=3247"/>
		<updated>2007-11-20T18:56:52Z</updated>

		<summary type="html">&lt;p&gt;Badman: ETQW Section Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ETQW Section Image&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3246</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3246"/>
		<updated>2007-11-20T18:49:49Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Enemy Territory: QUAKE Wars==&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars|Enemy Territory: QUAKE Wars Editing Index]]'''&lt;br /&gt;
*'''[[&lt;br /&gt;
&lt;br /&gt;
===Featured Content===&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3245</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3245"/>
		<updated>2007-11-20T16:48:02Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Enemy Territory: QUAKE Wars section. Here you'll find a variety of reference documentation and tutorials related to editing ETQW, along with links to the SDK. To learn more about Enemy Territory: QUAKE Wars, visit [http://www.enemyterritory.com www.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
==Software Development Kit==&lt;br /&gt;
&lt;br /&gt;
The Enemy Territory: QUAKE Wars Software Development kit is currently in BETA. A list of download locations is [http://community.enemyterritory.com available here].&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Script &amp;amp; Code==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: New In ETQW|What's new in ETQW]]'''&lt;br /&gt;
* '''[[Design: ETQW from WET|Notes for W:ET mappers]]''' - for Wolfenstein: Enemy Territory mappers&lt;br /&gt;
* '''[[Design: editWorld from Radiant|Notes for Radiant users]]''' - for experienced Radiant users&lt;br /&gt;
* '''[[Design: editWorld from Worldcraft|Notes for Worldcraft users]]''' - for experienced Worldcraft users&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: editWorld Basics|Editor Basics]]''' - start here&lt;br /&gt;
* '''[[Design: Brush Basics|Brush Basics]]''' - make your map&lt;br /&gt;
* '''[[Design: Entity Basics|Entity Basics]]''' - populate your map&lt;br /&gt;
* '''[[Design: Lighting Basics|Lighting Basics]]''' - light your map&lt;br /&gt;
* '''[[Design: Portal Basics|Portal Basics]]''' - portalise your map&lt;br /&gt;
* '''[[Design: References|Reference Basics]]''' - modularise your map&lt;br /&gt;
* '''[[Design: Map files|Map files]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Design: Troubleshooting|Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design:List of Entities|List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[Design: Geometry Optimisation|Optimising Geometry]]''' - How to increase performance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Everything Else ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: editWorld Bugs and Fixes|Bugs and Fixes]]''' - Known and new bugs or issues&lt;br /&gt;
* '''[[Design: editWorld Customisation|Customising editWorld]]'''&lt;br /&gt;
* '''[[Design: Biscuits|Biscuits]]''' - Biscuits that enhance ETQW mapping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your MegaTexture.&lt;br /&gt;
* '''[[MegaBuild]]''' - Render and compile your MegaTexture.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3244</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Main_Page&amp;diff=3244"/>
		<updated>2007-11-20T16:38:48Z</updated>

		<summary type="html">&lt;p&gt;Badman: Replacement main page framework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Splash Damage Editing Wiki. Here you'll find our official editing documentation for our games, including Enemy Territory: QUAKE Wars. For the latest Splash Damage news and announcements, please visit [http://www.splashdamage.com www.splashdamage.com]. The latest Enemy Territory: QUAKE Wars news along with the official forums can be found at [http://community.enemyterritory.com community.enemyterritory.com].&lt;br /&gt;
&lt;br /&gt;
===Game Sections===&lt;br /&gt;
&lt;br /&gt;
*'''[[Enemy Territory: QUAKE Wars]]'''&lt;br /&gt;
*'''[[Wolfenstein: Enemy Territory]]'''&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3243</id>
		<title>Enemy Territory: QUAKE Wars</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Enemy_Territory:_QUAKE_Wars&amp;diff=3243"/>
		<updated>2007-11-20T16:24:14Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__= '''Tutorials''' =&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Taking A Screenshot]]''' - Settings and options for making a great screenshot!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Tutorial]]''' - The whole thing! Click below for smaller segments.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 1|Step 1]]''' - Design considerations, before you do anything else!&lt;br /&gt;
** '''[[Vehicle Tutorial Part 2|Step 2]]''' - Initial rough model, rig and basic script.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 3|Step 3]]''' - More advanced rig and scripting.&lt;br /&gt;
** '''[[Vehicle Tutorial Part 4|Step 4]]''' - Further technical setup ideas.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models &amp;amp; Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making A Normal Map]]''' - Using Renderbump to generate a bump-map from a high-poly model.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= '''Script &amp;amp; Code''' =&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Declarations ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Materials]]''' - All you need to know about material declarations.&lt;br /&gt;
* '''[[Templates]]''' - Setting up templates to save time and effort.&lt;br /&gt;
* '''[[Surface Types]]''' - Available surface types for particle &amp;amp; sound effects.&lt;br /&gt;
* '''[[Skins]]''' - Easily switch textures on surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Vehicle Scripting: Basic_Overview|Basic Overview]]''' - Introduction to vehicle setup.&lt;br /&gt;
* '''[[Vehicle Scripting: Entity_Definition|Entity Definition]]''' - One definition to rule them all!&lt;br /&gt;
* '''[[Vehicle Scripting: Vehicle_Definition|Vehicle Definition]]''' - Introduction to the ''.vscript'' file.&lt;br /&gt;
* '''[[Vehicle Scripting: Positions_&amp;amp;_Views|Positions &amp;amp; Views]]''' - Configuring player positions &amp;amp; camera views.&lt;br /&gt;
* '''[[Vehicle Scripting: Components|Components]]''' - Details of various vehicle components.&lt;br /&gt;
* '''[[Vehicle Scripting: Weapons|Weapons]]''' - Things that go boom!&lt;br /&gt;
* '''[[Vehicle Scripting: IK|IK]]''' - Inverse Kinematics &amp;amp; you...&lt;br /&gt;
* '''[[Vehicle Scripting: Cockpits|Cockpits]]''' - Cockpit setup.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Entity Scripting ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[EntityClass:Overview|Classes]]''' - Tree of entity types.&lt;br /&gt;
* '''[[ScriptEvent:List|Events]]''' - List of all script events.&lt;br /&gt;
* '''[[Scripting:Examples|Examples]]''' - Some example walkthoughs of building up a scripted entity.&lt;br /&gt;
* '''[[Script:Files|Script Files]]''' - List of the script files used by the game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== GUIs ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[GUIs|GUI Overview]]''' - Overview of the GUI system.&lt;br /&gt;
* '''[[GUIs: Event Based Scripting|Event Based Scripting]]''' - GUIs are event-based.&lt;br /&gt;
* '''[[GUIs: Materials|Materials]]''' - Using materials in GUIs.&lt;br /&gt;
* '''[[GUIs: Transitions|Transitions]]''' - Transitions.&lt;br /&gt;
* '''[[GUIs: Templates|Templates]]''' - Using templates in GUIs.&lt;br /&gt;
* '''[[GUIs: List Enumeration|List Enumeration]]''' - List enumerations.&lt;br /&gt;
* '''[[GUIs: Properties|Properties]]''' - Player/Global properties and more.&lt;br /&gt;
* '''[[GUIs: Timelines|Timelines]]''' - GUI timelines.&lt;br /&gt;
* '''[[GUIs: Layouts|Layouts]]''' - Window layouts.&lt;br /&gt;
* '''[[Reference (GUIs)|Reference]]''' - GUI reference.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''Design''' =&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: New In ETQW|What's new in ETQW]]'''&lt;br /&gt;
* '''[[Design: ETQW from WET|Notes for W:ET mappers]]''' - for Wolfenstein: Enemy Territory mappers&lt;br /&gt;
* '''[[Design: editWorld from Radiant|Notes for Radiant users]]''' - for experienced Radiant users&lt;br /&gt;
* '''[[Design: editWorld from Worldcraft|Notes for Worldcraft users]]''' - for experienced Worldcraft users&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: editWorld Basics|Editor Basics]]''' - start here&lt;br /&gt;
* '''[[Design: Brush Basics|Brush Basics]]''' - make your map&lt;br /&gt;
* '''[[Design: Entity Basics|Entity Basics]]''' - populate your map&lt;br /&gt;
* '''[[Design: Lighting Basics|Lighting Basics]]''' - light your map&lt;br /&gt;
* '''[[Design: Portal Basics|Portal Basics]]''' - portalise your map&lt;br /&gt;
* '''[[Design: References|Reference Basics]]''' - modularise your map&lt;br /&gt;
* '''[[Design: Map files|Map files]]'''&lt;br /&gt;
----&lt;br /&gt;
* '''[[Design: How do I|How do I ...?]]''' - Common and useful tasks&lt;br /&gt;
* '''[[Design: Troubleshooting|Troubleshooting]]''' - Common problems and fixes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Advanced Stuff ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design:List of Entities|List of Entities]]''' - Descriptions for all entities&lt;br /&gt;
* '''[[Design: Geometry Optimisation|Optimising Geometry]]''' - How to increase performance&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
=== Everything Else ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Design: editWorld Bugs and Fixes|Bugs and Fixes]]''' - Known and new bugs or issues&lt;br /&gt;
* '''[[Design: editWorld Customisation|Customising editWorld]]'''&lt;br /&gt;
* '''[[Design: Biscuits|Biscuits]]''' - Biscuits that enhance ETQW mapping&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''Art''' =&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Models ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[In-Game Models]]''' - Making models for use in the engine.&lt;br /&gt;
* '''[[High-Poly Models]]''' - Making source models for baking normal maps.&lt;br /&gt;
* '''[[Renderbump]]''' - Create normal maps from high-poly geometry.&lt;br /&gt;
* '''[[Imposters]]''' - Sprites used for rendering complex models cheaply at a distance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Animation ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[MD5 Export Process]]''' - How to export an animated MD5.&lt;br /&gt;
* '''[[Vehicle Setup]]''' - How to set up a vehicle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Textures ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Basic Texture Overview]]''' - Supported texture types and implementations.&lt;br /&gt;
* '''[[Texturesheets]]''' - Overview of what texturesheets are, and when to use them.&lt;br /&gt;
* '''[[The Atlas Editor]]''' - Create environment texture sheets to improve performance.&lt;br /&gt;
* '''[[RenderBumpFlat]]''' - Create normal-maps from high-poly geometry.&lt;br /&gt;
* '''[[Detail Textures]]''' - Add high-frequency detail to your textures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #AAAAAA;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Terrain Editing ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Making a Terrain Model]]''' - Create a terrain mesh for your map.&lt;br /&gt;
* '''[[Terrain Editor|EditWorld's Terrain Editor]]''' - Set up a Surface Tree for your MegaTexture.&lt;br /&gt;
* '''[[MegaBuild]]''' - Render and compile your MegaTexture.&lt;br /&gt;
* '''[[Water Surfaces#Water Models|Water Surfaces]]''' - Create water to go with your landscape.&lt;br /&gt;
* '''[[STUFF System]]''' - Procedurally distribute models over your terrain mesh.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-bottom: 1px solid #AAAAAA;&amp;quot; |&lt;br /&gt;
=== Atmospheres and Effects ===&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* '''[[Atmosphere Editor|The Atmosphere Editor]]''' - Create and edit atmospheres for your map.&lt;br /&gt;
* '''[[Ambient Light Editor|The Ambient Light Editor]]''' - Create and edit ambient light setups.&lt;br /&gt;
* '''[[Environment Maps]]''' - Used for reflection effects.&lt;br /&gt;
* '''[[Water Surfaces]]''' - Creating water effects.&lt;br /&gt;
* '''[[Effects Editor|The Effects Editor]]''' - Create and edit particle effects.&lt;br /&gt;
* '''[[Cheap Decals]]''' - Bulletholes and other collision decals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=User:Badman&amp;diff=3225</id>
		<title>User:Badman</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=User:Badman&amp;diff=3225"/>
		<updated>2007-11-15T12:31:10Z</updated>

		<summary type="html">&lt;p&gt;Badman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you hate my freedom?&lt;/div&gt;</summary>
		<author><name>Badman</name></author>
		
	</entry>
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