Urban Terror 4.2 has had a jump mode (
g_gametype 9) since 4.2.006; as of 4.2.012, it includes timers, nodamage, stamina regain (nostamina being a server-side option), arbitrary walljump limit, saving and loading positions, and matchmode. Mappers can place timer start, stop, and cancel entities and add colored paths to their maps. To activate or deactivate the timer, you have to type
/ready in the console. Due to its history, 4.2 jump mode supports flags that anyone can take and cap.
Jump mode featuresEdit
- ghosting, or the ability to walk through other players, enabled client-side with
/cg_ghost 1in Console
- persistent server-side location saves (needs to be enabled server-side with
g_persistentPositions 1; the client commands are
load, the saved location being available for reloading even after you disconnect and reconnect)
- goto, or the ability to teleport another player’s location (needs to be enabled server-side with
g_allowgoto 1; the player you’re targeting has to enable got0 for themselves with
/allowgotoin Console, after which you can teleport to them with
/goto <slot number>). Use
/playerlistto find a player's slot number.
UrT jumping does not require any weapons and most jump servers have damage disabled. Instead, players rely on Wall jumps and Strafe jump to gain height and speed. Most maps have nodamage floors and/or surfaces that teleport you back to the start of the particular jump (not the start of the map). Only a few maps like Deathjumps: Hell kill you on the first mistake. For those who find that friction is for noobs, there are various icy maps available, where all the jumps require running on a rather uncooperative surface.