Hi,
I've noticed that in U2, the switching weapon are different from U1.
Now, the system are identical to Half-Life 2 switching, grouping the weapons making you need to press the same button to toggle between two weapons.
I don't like it, and I want to assign each single weapon to his own key.
Is possible to do that?
I've searching the all weapon names
https://unreal.fandom.com/wiki/Category ... ng_weapons
But I can't figure out how I can assign this to a key.
I hope someone can help me.
Thnks.
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
[QUESTION] weapon switching system
- SolivaN
- OldUnreal Member
- Posts: 18
- Joined: Sun Sep 14, 2014 11:22 pm
- Leo T_C_K
- OldUnreal Member
- Posts: 4136
- Joined: Sat Aug 27, 2005 6:24 pm
Re: [QUESTION] weapon switching system
There are ways to switch to a specific weapon. Look at the user.ini of unrealtournament and at the q key what it is assigned to. This should give you the hint. All you have to do is then figure out the classnames of the actual weapons. The wiki won't tell you that but unreal editor can.
its still not identical to half life switching, there you need to dismiss the weapon selection first, making it a more captive interface. In unreal2 its simply an effect.
Also in unreal if you play any expansion packs or mods you also have more weapons under 1 slot. examples include quadshot, from return to na pali carifle, grenadelauncher, rocketlauncher. Slots 3 4 5.
in unreal psx rework impaler has slot 7, just as it had in the beta version it came from, etc etc.
It means those slots I named as example share the space between stinger asmd eightball and razorjack
its still not identical to half life switching, there you need to dismiss the weapon selection first, making it a more captive interface. In unreal2 its simply an effect.
Also in unreal if you play any expansion packs or mods you also have more weapons under 1 slot. examples include quadshot, from return to na pali carifle, grenadelauncher, rocketlauncher. Slots 3 4 5.
in unreal psx rework impaler has slot 7, just as it had in the beta version it came from, etc etc.
It means those slots I named as example share the space between stinger asmd eightball and razorjack