No Ka-Bar in loadout

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mat69

just fooling around
Dec 9, 2001
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I think this has been asked several times before and no, there is no way.
If I remember correctly UT always needs one thing in your loadout which is the same, everyone has a knife.
Some peole also suggested that you should only be able to access the knife through a special button, so that you can't scroll to it and lose important seconds, I don't know why they didn't implement this, because this is possible it is used in StrikeForce this way.
 

AlmostAlive

Active Member
Jun 12, 2001
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I'm afraid you can't remove your Kabar from your loadout, at least not without a mutie for it. If I remember it correctly, it wouldn't do you any good anyway as you'd have to scroll through a set of "empty hands" where your Kabar would have been. But don't quote me on that ;)
 

Crowze

Bird Brain
Feb 6, 2002
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You can have a mutator to remove the Kabar, but this would be a pain for people who want it in their loadout. Instead of using the mousewheel to cycle through the weapons, you could use the aliases as described in this thread.

EDIT: mat69, I believe it's possible to implement what you said as a mutator. +1 on list of things to do...
 
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fist_mlrs

that other guy
Jan 4, 2001
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you don't need any weapons in your loadout. just look at the first few minutes of unreal1 or what happens if you fall from some height in inf. the reason you have to carry the kabar is because the inf team didn't like the idea of not having any weapons (and maybe need to implent some sort of unarmed melle combat or empty hand models) iirc.
 

shan

www.clanterritory.com
Jan 29, 2000
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Crowze,

To make sure I understand, I could then create two aliases, one for all the primary weapons I normally carry and assign that to wheel up and another for the nades and set that to wheel down?

Shan
 

{GD}Wolfe

{GD}Wolfe
Feb 15, 2004
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How About something like this?

As i'm still TRYING to learn ALL the commands on how to script ON MY OWN. Seems like no one really understands key binding....just by looking at my last post. But i'm sure as hell you can make key aliases my means of the mouse wheel to bypass the knife..the only useful thing i can think of with that knife is if you could throw it...nice and quiet.
Thats the ONLY good use for it besides cutting wires for claymores that you can destroy by shooting or nading it. Other than that, its a pain in the ass to me as well.
OK from what i learned so far you can load up scripts via the EXEC command. so why not make an EXEC script and alias for each item...
assuming SwitchWeapon0= knife, and you were currently using weapon1

[weaponscript1]
mousewheelup=SwitchWeapon2 | set input mousewheeldown EXEC weaponscript2
mousewheeldown=SwitchWeapon9 | set input mousewheeldown EXEC weaponscript9

[weaponscript2]
mousewheelup=SwitchWeapon3 | set input mousewheeldown EXEC weaponscript3
mousewheeldown=SwitchWeapon1 | set input mousewheeldown EXEC weaponscript1

Well for you scripters, im sure you get the hint. I did it in Halflife, so i'm sure you can do something like that in INF.
the only bug i can see that might happen is if you dont have that weapon.

~~~Wolfe