How do you remove the Knive from your loadout?

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ya know In 2.80 I remember being able to refuse the knife, but in 2.82, its added no matter what. hrmm...

mabey it's hard coded to be in your loadout no matter what you do?

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UTProphet

Trial By Fire
Dec 8, 2000
509
0
16
tbf.clanspot.com
The knife is free and weightless. Why take it away?

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Dobbs2

New Member
Jan 5, 2001
5
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The prob

The problem is I don't want to have to cycle through it when I'm trying to switch weapons.
 

[PiP]Celtan

Timeo Danaos et dona ferentes
May 13, 2000
198
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If a knife isn't found in the loadout, it is added to it ... this is a player functionality, so that you can't avoid it ...

better get used to the knife :)

Burn, Baby
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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
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Aachen, Germany
infiltration.sentrystudios.net
someone who can read UTScript I guess ;)

yepp, the KaBar knife is added to the loadout automatically. This is done cause INF has no "hand" weapon at the moment. So if all ammo is used up no weapon is left and so nothing at all will show up in front of ya... but this is "against" the UT "standard" and the effort to use no weapon at all is pretty useless. So we decided to add the KaBar no matter what.

So ya always have a weapon to defend yourself...

cya,

Beppo

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70sPornStar

New Member
Jun 19, 2000
116
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hmmm the knife is a little annoying, i mean the number it is assigned to. Wouldn't it be better if u were able to also choose in the loadout, which number slot each weapon was assigned to?
Like one thing i like about CS is that the primary weapon is actually slotted in as 1, the pistol as 2, knife as 3. Whereas most other mods have it as SMG's as 3, Rifles as 4 etc.

hmmm slot numbers should be assignable...

btw, INF is probably the best FPS ive ever played
 

LordSpoon

plastic fork! my name is plastic fork dammit!
Nov 7, 2000
821
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yeah i agree, i dont like cycling past the knife to get to my grenades

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I once ate a pie with a plastic fork.
 

BA Baracus

I pity the fool!
Oct 17, 2000
571
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45
texas
www.giantsofscience.org
i would but....

when i modified the weapon priority in the .ini it switched it back to the original setting anyway.

maybe this is just because i actually went into the weapon priority options to see if it had worked? perhaps if i had just modified the .ini and then not gone to the weap. priority options it would have worked...

i'll try that when i get home tonight. :)
 

Acey4 NA

New Member
Nov 27, 2000
662
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this brings an idea to mind[i know this should go into suggestions,but im to lazy :rolleyes: ]i was looking at the bots,and i noticed something that was REALY unrealistic,the hip shot,the team should put in a holster button,so that if ur looking at ur team mate and ur finger slips ;) u won't kill him,the M16 should be held up against the chest,and the Mp5 the same way.....its unrealistic because soldiers don't point guns at team mates most of the time

if only we could fly limp bizket style
 

Dobbs

New Member
Nov 28, 1999
81
0
0
Seattle, WA USA
www.i2e2.com
No weapon

Strike Force (don't flame me i'm trying to get used to INF because I think it's better that SF), leaves you with no weapons if you run out, of cource you can go back to the inventory boxes, but anyways;

You shouldn't have to have everything "in your hands" (cycling through weapons).
I mean, if im shooting a gun my knive would be in it's sheath, you wouldn't be fumbling around with it in your hands while shooting and switching weapons.

As for it being useful in this game, (at least from what I've seen from the bots), I'd rather run and hide :D

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BA Baracus

I pity the fool!
Oct 17, 2000
571
0
0
45
texas
www.giantsofscience.org
yay! it worked

to change your weapon priority here's what you do. sitting inside your UT folder/directory there's the fun little file called "INF28User.ini"

open this file in the text editor of your choice and find the part under the heading "[Engine.PlayerPawn]"

under here you'll see lines that start with "WeaponPriority[x]=(weapon name)" with "x" being a number. the lower the number the lower the priority.

after number 11 or sothere's a bunch of other stuff then it picks up again with priority 12. i don't know why this is, i just left it that way.

now you just work that copy/cut/paste magic and set your priority to whatever you want it to be. hint: all the INF weapon names start with "INFc_" save the file and you're good to go

a word of warning though, as i said above, in my experience if i went into the Options and tried to set my weapon priority using the GUI, it would not only ignore whatever changes i made in there, but also revert the weapon priority back to it's defaults, requiring re-editing of the .ini

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Farrell

New Member
Oct 19, 2000
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We all shouldn't have to be friggin hackers...

let us take out the knife and free grenades if we want. (I think you get a grenade no matter what too) We can look at our beautifully modeled empty pistol if we run out of ammo. (if we survived long enough to run out of ammo, we can probably pick up a gun) We Die-Hard purists don't want frag grenades and a knife in our Bruce Willis Barretta loadout, heheh.

And dare I say it, but CS's numbering system is GREAT. It works simply and efficiently. A guy suggested using it above, and I have to full heartedly support him. Primary #1, pistol #2, nades #3, knife (if you have it) #4.

This is great for 2 reasons for INF:

I think alot of us use the WSADQE keys (forward, back, L/R, lean L/R) and the needed number keys are directly above (conveniant). If you don't use those keys you probably would benefit if you did.

And the second reason: changing your loadouts between rounds leads to confusion if you don't know what # your primary weapon is. and using the wheel takes you through grenade, knife, and pistol. slow. bad. The number keys are hella lot cleaner to use.