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Thread: Piped Weapon switch commands?
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03-29-15, 05:56 PM #1
Piped Weapon switch commands?
Anyone figured out how to make an edit to the input.ini without the stupid cloud service (or w/e) overwriting it? I've tried read only, but the game just ignores my added lines...
What I have so far:
Code:CustomBinds=(KeyName="LeftShift",EventType=IE_Pressed,Command="SwitchWeapon 5 | SwitchWeapon 6")CustomBinds=(KeyName="Right",EventType=IE_Pressed,Command="SwitchWeapon 7 | SwitchWeapon 3") CustomBinds=(KeyName="Left",EventType=IE_Pressed,Command="SwitchWeapon 4 | SwitchWeapon 9") CustomBinds=(KeyName="CapsLock",EventType=IE_Pressed,Command="SwitchWeapon 3 | SwitchWeapon 0") CustomBinds=(KeyName="W",EventType=IE_Pressed,Command="SwitchWeapon 7 | SwitchWeapon 3")
tried, setbind in game, still does not work. Though manually entering the commands do.
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04-13-15, 05:11 PM #4
Re: Piped Weapon switch commands?
Its an old UT99-UT2k4 feature that lets you toggle between the listed weapons with a single bind.
For example if I 'piped' the shock rifle and sniper (order matters) to say... LeftShift: If I have neither selected and hit leftshift-> equips the shock rifle. If I have the shock equipped -> equips the sniper. If i have the sniper equipped -> equips the shock. All the previous assumes you have both weapons. If you do not, it does the best it can.
A chart for you:
If I pipe A, B weapons to key K:
Currently Equipped K Pressed Neither A or B A equipped A is equipped B equipped B is equipped A equipped
Its really handy for grouping weapons and reducing the number of binds needed to equip the weapons (9 by default, and mouse wheel is horrible for quickly selecting the needed weapon). Kind of a more advanced 'must have' for a game with 10 (really 9) active weapons, each of which are critical to given combat scenarios (area, dmg, reliability, availability, etc); you'll often have to switch between several weapons during a combat engagement (probably not the right term).
The problem you'll find with UT is that it requires 9 active bindings, (weapons are situation dependent) additionally, you need to keep your fingers on or very close to the movement axes (e.g. WSAD, ESDF, arrows, etc) because you need to be able to quickly dodge.
I personally, define a comfortable bind as one that: lets me keep 2 out of 3 fingers on my movement axis, does not require movement of the wrist (which takes too long and can put you in a bad place if you need to reach a bind on the opposite side), and does not require a full stretch of a finger (slow). Furthermore I like to have binds that are accessible to multiple fingers and not going to cause collisions while I maneuver for said key.
Say you use WSAD (this is sized for me, so larger hands may vary), you'll have access to: 1,2,3,4,Q,E,R,F,C,X,Z,Tab, CapsLock,LShift, Ctrl (this includes finger dependent binds). Which is only 15 keys, subtract modifiers, scoreboard, use [key], etc and you are really pressed for having 9 keys to give each weapon a direct bind. If you use ESDF, you get another 3 keys to utilize but even still, it can be a cluster fuck if you start relying on direct binds, especially while in combat (e.g. you have 'R' bound to rocket launcher, but need to move / dodge left while moving forward.
Piping weapons was introduced as a way to help maneuvering between weapons in a more efficient and less of a cluster-fucked manner than relying on direct binds.
As preference my setup:
Piped weapons:
- Shock and Sniper (distance, precision, hit-scan)
- Goo and Flak (good fallback / cover, pre-fire, herding)
- Link and Minigun (finishing-off, cover)
Finger independent binds for everything (including assault) but mini and link (as they are rather interchangeable)
As for the current state of piping: there exists a command for it, however there lacks a method to edit your config files with Unreal's current cloud setup (if you edit anything now, the cloud will restore). Theres a more user friendly (editable via the gui) version of piped weapon binds coming down the pipe, called weapon grouping. Which will function identically to piped weapons, (group a set of weapons and then bind a key to that weapon group, and hitting the bind will pipe between the weapons).salty99 thanked for this post
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04-13-15, 05:50 PM #6Re: Piped Weapon switch commands?
enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
Bigdog-Sweet home Alabama you are an idiot.
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04-13-15, 05:52 PM #7Re: Piped Weapon switch commands?
I can't find anything else. The pcgamingwiki entry is for once quite barren. It is still in alpha though so, it's to be expected.
enf-Jesus its been like 12 minutes and you're already worried about stats?! :-P
Bigdog-Sweet home Alabama you are an idiot.
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