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Copy file name to clipboardExpand all lines: docs/basic_features.md
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@@ -143,6 +143,28 @@ You can send private messages to other players by typing `/m <name|clientnum> <m
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```{note}
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Private messages are sent to all players who's name match `<name>` partially. If you want to make sure you're only sending the message to a single client, it's safer to use `<clientnum>`.
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If playing with ET: Legacy client, you can enable window flashing for incoming private messages if the game is minimized by setting the bit **2** on [`etj_highlight`](client/etjump_cvars.md/#etj_highlight).
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```
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---
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## Fireteams
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Fireteams in ETJump are team-agnostic, meaning there are no restrictions on which team the members of the fireteam are allowed to be in. Fireteams provide additional functionality to the gameplay by allowing players to enable features only for the members of the fireteam.
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### Rules
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Fireteam members can set "rules" amongst themselves. The available rules are following:
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*`noghost` - fireteam members can toggle player collision between the members.
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*`savelimit` - fireteam members can limit the number of [`save`](client/client_commands.md/#save) commands each member is allowed to use.
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### Teamjump mode
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When teamjump mode is enabled, [`target_ftrelay`](mapping/mapping_entities.md/#target_ftrelay) entity activates targets for each of the fireteam members.
Copy file name to clipboardExpand all lines: docs/client/client_commands.md
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@@ -6,11 +6,7 @@ Below is a list of all available ETJump related console commands for players.
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## ad_save
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`ad_save [name]`
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Saves the current temp demo recorded by autodemo with the given name. The manually saved autodemo naming format is `playername_map_name[DD-MM-YY-HHMMSS]`. If no name is given, defaults to `demo`.
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```{note}
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This only saves the latest temp demo recorded with [`etj_autoDemo`](etjump_cvars.md/#etj_autodemo). If you are manually recording a demo and use this command, it will take the latest `temp/temp_N.dm_84` and save that. The manually recorded demo will be saved normally into whatever folder you're recording into, with the name it was recorded with.
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```
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Saves the current temp demo recorded with [`etj_autoDemo`](etjump_cvars.md/#etj_autodemo) with the given name. The manually saved autodemo naming format is `playername_map_name[DD-MM-YY-HHMMSS]`. If no name is given, defaults to `demo`.
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---
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---
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## fireteam
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`fireteam rules <rule> <value>`
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`fireteam tj|teamjump <on|1> <off|0>`
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Executes fireteam actions. Can only be set by the fireteam admin.
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Enabling teamjump mode is required for [`target_ftrelay`](../mapping/mapping_entities.md/#target_ftrelay) to activate targets for each fireteam member.
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Available rules:
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*`noghost <on|1> <off|0>` - toggles player collision between fireteam members
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*`savelimit <limit (-1 - 100|reset)>` - sets savelimit for fireteam members. `-1` means no limit. `reset` restores all the available saves for each member.
Enables pmove-independent viewangle updates. When enabled, clients viewangle updates are not limited to `pmove_msec` intervals (8ms by default), but can be updated each frame that the client renders, allowing for smoother gameplay.
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```{note}
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This does not affect physics calculations, they are still performed with viewangles calculated at `pmove_msec` intervals.
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```
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```{note}
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The functionality is disabled in the following scenarios:
Toggles external console window. Only works on Windows.
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```{note}
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ET: Legacy client requires you to start the game with `+set viewlog 1`, the console window cannot be created or re-created if closed while the game is running.
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If playing with ET: Legacy client, you must use version **2.83.0** or newer to be able to create the console window while the game is running. Older versions require you to start the game with `+set viewlog 1`, the console window cannot be created or re-created if closed while the game is running.
Copy file name to clipboardExpand all lines: docs/mapping/mapscripting.md
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---
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## changemodel
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`changemodel <path/to/model.md3>`
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Changes the entitys model to the given model.
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```{tip}
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This script action is present in ETMain but only works for brush entities using `model2` key. ETJump allows this to be used to change models of `misc_gamemodel` entities as well.
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