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Key Binds
Posted: Sun Feb 13, 2011 5:37 am
by A_Girl_From_Mars
Can someone clever tell me why the following doesn't work please in RPG:
Aliases[36]=(Command="getweapon XWeapons.RocketLauncher",Alias="rocket")
MouseWheelUp=rocket
Thanks in advance of clever answer :P
Re: Key Binds
Posted: Sun Feb 13, 2011 10:16 am
by DW_Bomzin
Been awhile. But your just trying to get your rocket launcher ?
MouseWheelup=SwitchWeapon 8
Is it eight ? :sdull:
Re: Key Binds
Posted: Sun Feb 13, 2011 3:38 pm
by A_Girl_From_Mars
Ahh thanks but if you've got onslaught weapons it alternates each press. I just want rockets!! :sworried:
Re: Key Binds
Posted: Sun Feb 13, 2011 3:54 pm
by DW_Ant
I've asked a similar question awhile ago.
DW_Ant wrote:Is it possible to directly switch to your Avril rather than switching to your rockets before your Avril?
Response is:
Tweakish wrote:Indeed. It requires an .ini change but you need to know the code for the key you want to change it to. Lucky for you im not busy at work atm and googled it.
In System\UT2004.ini:
You can edit in your user.ini file to bind the avril to a key. I use the letter Q so mine is:
Q=getweapon Onslaught.ONSAVRiL
Actually, the whole keybind I have is:
Q=getweapon Onslaught.ONSAVRiL | PipedSwitchWeapon 4
because if I don't have the avril then I want the shock rifle.
What that guy says is stupid. I would NEVER have my shock come second after any weapon...but just incase you want to do that for another weapon.
Source: Settings Bottom of first page, top of second page.
Re: Key Binds
Posted: Mon Feb 14, 2011 1:37 pm
by warhead2
i believe it don't work in rpg because all weapons are wrapped with RPGWeapon class. you prob have to use the SwitchWeapon 8, but maybe you could pipe two of em together for for better effect. or perhaps make the rox your best weapon so switching to best brings it up.
Re: Key Binds
Posted: Mon Feb 14, 2011 9:32 pm
by DW_Bomzin
A_Girl_From_Mars wrote:Ahh thanks but if you've got onslaught weapons it alternates each press. I just want rockets!! :sworried:
Just don't press the button again ........ :cheers:
Actually all of my mouse buttons are pipeswitch. Really the way to go.
Re: Key Binds
Posted: Tue Feb 15, 2011 5:09 am
by A_Girl_From_Mars
Great help guys!! BUT......
I've piped switched some weapons but I really need the RPG weapon class for the mine layer 'cos it goes to the gloop gun first everytime :(
getweapon wont work using xweapons.blahblah on your invasion server.
Thanks in advance for more clever answers ;)
Re: Key Binds
Posted: Tue Feb 15, 2011 6:29 am
by Corky
am i old fashioned and the only one that uses the wheel still ?
Re: Key Binds
Posted: Tue Feb 15, 2011 12:45 pm
by warhead2
unfortunately rpg has weapon structure like below so there is no 'mine layer' wrapper or any weapon specific wrapper so you don't have a weapon class to switch to, you just got generic magic type wrappers for all weapons, with the UT weapon contained in variable like 'ModifiedWeapon'. So unless DW rpg has some specific command for weapon switching u r prob just gunnu have to use piped numeric switch. changing the weapons priorities in ut settings might help.
class RW_Piercing extends RPGWeapon
HideDropDown
CacheExempt;
.....
class RPGWeapon extends Weapon
DependsOn(RPGStatsInv)
config(UT2004RPG)
HideDropDown
CacheExempt;
var Weapon ModifiedWeapon;
...
Re: Key Binds
Posted: Wed Feb 16, 2011 5:13 am
by A_Girl_From_Mars
wow that is the cleverist answer so far and as a traning programmer I actually understand it. They have been subclassed to death and you would need a bind for each. I dont have enough keys LOL.
Thank You