I've searched this topic but found a possible answer to be a little confusing.
In game while I'm playing, I'll run across a weapon, I pick it up and it automatically switches to that weapon.
For example: I have a pistol in hand, I'll run across a rifle...it picks it up and switches...now I have a rifle in hand.
I don't want that...in fact most of the time I don't want that weapon at all.
So, I've gone into my Menu Bar-Options-Weapons, and I've Unchecked Auto-Switch Weapons.
Now pistol stays in hand whenever I run across another weapon.
However, let's say I get killed during the game. The game now converts back to my problem.
I again have to go to Options-Weapons-Uncheck.
Question:
Where in my users.ini folder can I go and "Uncheck" this issue?
In a perfect world I want to run across/pick up a weapon and not see it until I scroll for it.
Auto Switch Weapon...HELP
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- Masterful
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Re: Auto Switch Weapon...HELP
Not at home right now, but I think is bNeverAutoSwitch=True, right?
Any mutator enabled that may be causing this?
Any mutator enabled that may be causing this?
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- Adept
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Re: Auto Switch Weapon...HELP
Got It !!!
[Engine.PlayerPawn]
bNeverAutoSwitch=True
[Engine.Pawn]
bNeverSwitchOnPickup=True
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- Inhuman
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Re: Auto Switch Weapon...HELP
only way aside from write protecting user.ini to set this to off is..
1. exit server
2. set it through "weapons" setting. (un-tick)
3. close game
4. reopen game
should stay off now.
1. exit server
2. set it through "weapons" setting. (un-tick)
3. close game
4. reopen game
should stay off now.
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Re: Auto Switch Weapon...HELP
Actually, you can do the "unclicking" while playing/without exiting game or server.
The problem is if you die during the game...you have to repeat the process.
And every second counts when you're trying to save the world...
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- Godlike
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Re: Auto Switch Weapon...HELP
Weapon order switches automatically to higher numbers, but if you prefer specific weapons you can edit which ones get higher priority.
Mine currently looks like this...
[Engine.PlayerPawn]
WeaponPriority[0]=Translocator
WeaponPriority[1]=ClassKnife
WeaponPriority[2]=enforcer
WeaponPriority[3]=ut_biorifle
WeaponPriority[4]=UGSuperShockRifle
WeaponPriority[5]=PapriCannonGun
WeaponPriority[6]=UGEightBall
WeaponPriority[7]=ClassPython
WeaponPriority[8]=DispersionPistol
WeaponPriority[9]=ChainSaw
WeaponPriority[10]=goWarHeadLauncher
WeaponPriority[11]=UGBioCannon
WeaponPriority[12]=Saucier
WeaponPriority[13]=M16Silver
WeaponPriority[14]=CybotLauncher
WeaponPriority[15]=ClassGrenades
WeaponPriority[16]=ShockRifle
WeaponPriority[17]=SuperBoltRifle
WeaponPriority[18]=XidiaCarRifle
WeaponPriority[19]=SniperRifle
...that's just from playing with lots of weapons mutators, and there's a lot more than those; I usually manually edit it down to defaults every month or so.
But, if changing auto-switching to stop isn't the permanent fix you want, you could edit yours so that whatever weapons you prefer are the higher numbered ones and wouldn't be overridden by whatever else you picked up.
If you like the enforcer so much, for example, move it from [2] to [9].
Mine currently looks like this...
[Engine.PlayerPawn]
WeaponPriority[0]=Translocator
WeaponPriority[1]=ClassKnife
WeaponPriority[2]=enforcer
WeaponPriority[3]=ut_biorifle
WeaponPriority[4]=UGSuperShockRifle
WeaponPriority[5]=PapriCannonGun
WeaponPriority[6]=UGEightBall
WeaponPriority[7]=ClassPython
WeaponPriority[8]=DispersionPistol
WeaponPriority[9]=ChainSaw
WeaponPriority[10]=goWarHeadLauncher
WeaponPriority[11]=UGBioCannon
WeaponPriority[12]=Saucier
WeaponPriority[13]=M16Silver
WeaponPriority[14]=CybotLauncher
WeaponPriority[15]=ClassGrenades
WeaponPriority[16]=ShockRifle
WeaponPriority[17]=SuperBoltRifle
WeaponPriority[18]=XidiaCarRifle
WeaponPriority[19]=SniperRifle
...that's just from playing with lots of weapons mutators, and there's a lot more than those; I usually manually edit it down to defaults every month or so.
But, if changing auto-switching to stop isn't the permanent fix you want, you could edit yours so that whatever weapons you prefer are the higher numbered ones and wouldn't be overridden by whatever else you picked up.
If you like the enforcer so much, for example, move it from [2] to [9].
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- Inhuman
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Re: Auto Switch Weapon...HELP
This method ensures that it stays off for good
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- Godlike
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Re: Auto Switch Weapon...HELP
An alert on setting
[Engine.Pawn]
bNeverSwitchOnPickup=True
After reading this thread I did this and in consequence weapon-holding scriptedpawns spawned with MonsterSpawn in a DM map appeared without weapons. What its wider effects are and in particular what impact it has on other gametypes I don't know. Just thought I would bring this to attention.
[Engine.Pawn]
bNeverSwitchOnPickup=True
After reading this thread I did this and in consequence weapon-holding scriptedpawns spawned with MonsterSpawn in a DM map appeared without weapons. What its wider effects are and in particular what impact it has on other gametypes I don't know. Just thought I would bring this to attention.
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Re: Auto Switch Weapon...HELP
Ah, so that could be why there are two options. One for just player pawns, the other for pawns in general, maybe?OjitroC wrote: ↑Sun Jan 09, 2022 9:45 pm An alert on setting
[Engine.Pawn]
bNeverSwitchOnPickup=True
After reading this thread I did this and in consequence weapon-holding scriptedpawns spawned with MonsterSpawn in a DM map appeared without weapons. What its wider effects are and in particular what impact it has on other gametypes I don't know. Just thought I would bring this to attention.
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- Godlike
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Re: Auto Switch Weapon...HELP
Yes, looks like it. I was rather taken aback when I saw the scriptedpawns with no weapons and it took me a while to work out the reason.
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- Godlike
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Re: Auto Switch Weapon...HELP
For games with Monsters I advice you to not mess with "Engine.Pawn" because monster need to switch weapon on pickup or else a SkaarjSniper in a tower goes useless (MH-Kroogar, etc.)