A: How do you bind keys in game?
Q: Command is: setbind [key] [command] (set input is now setbind key command).
Q: Can you throw weapons? UPDATED! - How to do it!
A: There is no throw weapon button in configure controls menu.
Weaponthrowing is available through ini-editing IF the mutator Weapon-Respawn is loaded.
All you have to do, is modify the
[Engine.PlayerInput] section of the UTInput.ini by adding a last line with your binding:
Bindings=(Name="Name of the Key, e.g. Spacebar", Command="ThrowWeapon")
for example to bind the function to SpaceBar:
Bindings=(Name="SpaceBar", Command="ThrowWeapon")
All thanks go to [om`gam] and his Your Guide to ThrowWeapon
Command throwweapon and setbind [key] throwweapon also work in servers where Weapon-Respawn mutator is running.
Q: How do you set friendly fire on/off?
A: Friendly fire is a mutator. The "FriendlyFire" is fixed to 50% and is not configurable.
Q: Can you set piped switch weapon binds?
A: The Weaponswitches are bound by aliases, e.g. GBA_Switchweapon6, so if you want to modify to multi-weapon-selection,
you'd better edit the GBA_Alias instead of the binding of the key, for example
Bindings=(Name="GBA_Switchweapon6", Command="Switchweapon 5 | Switchweapon 6")
to select either Linkgun or Minigun. Please note: the last mentioned weapon that is available is taken,
so if the line reads "Switchweapon 1 | Switchweapon 2 | Switchweapon 3 | Switchweapon 4 | Switchweapon 5"
and you have all weapons, then you'll end up with linkgun after pressing the key.
All thanks go to [om`gam] again.
Q: Is it true that you can't take super weapons (Redemeer) out of the game without removing shields and amp and other super pickups?
A from [om`gam]: Even more incomprehensible is the NoSuperPickups mutator: you can either remove ALL superpickups or NO superpickups, meaning that if you don't want Redeemer inside the game, shield, amp, invis, berzerk, keg and everything that is SuperPickup for Epic will be out, too. That's really, really uncomfortable and I see a lot of rules stating "using redeemer isn't allowed" coming up.
Solution from wallen: There is a workaround about the NoSuperPickups mutator. You can use the WeaponReplacement mutator which allows you to replace any weapon in the map with something else: you can then replace the redeemer only with - for example - an impact hammer just with the aim to remove it from the map itself.
Q: Is there 1st person view in demo watching?
A from [om`gam]:The Demo-Watching pretty much suxx balls at it is only 3rd person. You can still use "behindview 0" but the effect is pretty weird: if you're looking in one direction, e.g. "north" then your view is fixed to that direction regardless of the movementdirection of the character (feels like steering a tank in battlefield, the direction of the cannon does not change with the direction of the chassis) and if the movement direction matches the direction of your view, you have a weapon in sight that hovers in midair as no arms are shown.
Q: Can manta still crush people when they crouch?
A: Yes. They didn't do any changes to Manta.
Q: Did they increase the sound of the driving manta, to hear it coming?
A: No. They didn't do any changes to Manta.
Q: Does the Translocator-Disc now have a "beep"-sound?
A: Yes. Translocator-Disc has a flying sound. It doesn't keep any sound when it is on the ground.
Q: Does vehicles / teammates show on minimap?
A: No.
Q: How do I save my progress in the Single Player Campaign.
A: You need to create and login into a UT3 profile in order for your campaign game to be saved.
Q: Is there wide screen support?
A from Sharpfish: Reports say it's exactly as in the demo.. no proper widescreen FOV (doesn't change when you change aspect ratios nor is it selectable in the menus).
you can still type it in the console (FOV 100) but it still resets each time you die.
You can bind it to a key ('W') so that it's always set once you move forward but how clunky is that?
Seems no dev that uses UE3 takes widescreen users seriously...
to put it in perspective and sum it up, if you play on a widescreen you will be missing vertical axis view top and bottom (compared to the 'real' 4:3 view) and thus at a disadvantage. Horizontal is no big deal it's all about vertical in UT3 and is more important than the small amount we gain on the sides compared to 4:3. On top of that it feels too low which can cause problems with people who feel sick esp in a fast moving/roller coaster game like UT. Also your gun will appear to float at times because you will hardly see the hand/arm holding it (unconfirmed by myself, not played full version but that's what I read).
Q: Did they change the menu/ server browser compared to beta demo?
A: No they did not. It is exactly the same as it was in the ut3 beta demo, you can see it at the screenshots.
EPIC RESPONSES: We're aware that the UI isn't perfect. We're working on numerous improvements and additions to the user interface that will be made available in future updates to UT3.
Q: Did they modify Sniper Rifle?
A: Sniper Rifle's rate of fire is faster.
Q: How do you unlock characters in campaign?
A: Beating the game with different difficulty levels do not unlock new characters, defeating them in the campaign does. "Boss battles" are optional, but must be completed to unlock those characters, along with various other upgrades, cards, etc.
There are also bonus characters Ariel and Alanna. One way to unlock them is to enter the unlock code. http://img216.imageshack.us/img216/5...raits02eb4.jpg
You can get the code by buying the the game (pre-order) from certain store.
Update:
Re: Update:
Q: Did they modify Sniper Rifle?
A: Sniper Rifle's rate of fire is faster.

A: Sniper Rifle's rate of fire is faster.

Long-Pig Chef and the Hairless Goat..
- kAoS-gades
- kAoS.WarMaster
- Posts: 1162
- Joined: 13 Jul 2004 01:00
- Location: Port Macquarie NSW
Re: Update:
In the very least, fix the hitscan missed shots issue, and make mantas louder (as opposed to getting roadkilled and wondering where the F%^K that came from...).
Those 2 improvements don't even change gameplay mechanics.
grr...
Those 2 improvements don't even change gameplay mechanics.
grr...

