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Old 10-24-2009, 06:09 AM   #1
Chainhit
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Serious annoyance with "last weapon" button >:(

OK, when ever I play certain classes, the autoswitch seriously pisses me off and even discourages me from playing the class.

Sniper: He spawns holding the sniper rifle (makes sense), and when I press Q (my "last weapon" button) he takes out the damn nail gun. Is there any way to make it pull out the auto rifle by default? I have to select the damn auto rifle every time I spawn, and it becomes a serious annoyance.

Pyro: Same thing, he takes out the weak shotgun when I press last weapon. It would be so much more convenient if he took out the damn napalm cannon.

Is there anything I can do to fix these problems? They have been bugging me to no god damn end since the beginning of FF. I always get killed because I pull out the damn (useless) nailgun instead of the autorifle.

For demo it works great, pipe and nade launcher.
for hw guy it works great, sg and assault cannon
scout it doesnt really matter
medic is debatable (id prefer to choose between shotgun and medkit, not the stupid nail gun)
SPY I DUNNo, engineer it depends too.

i think everyone can agree on pyro and sniper though.

Last edited by Chainhit; 10-24-2009 at 06:18 AM.
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Old 10-24-2009, 07:05 AM   #2
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I dk about fixing permanently, but if you want to, I can set you up with some scripts that will do a temp fix.
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Old 10-24-2009, 07:41 AM   #3
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oh hell yes, It would help so much on that map hunted for sniper, and I bet i would actually start playing the pyro class...
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Old 10-24-2009, 10:18 AM   #4
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IIRC, Pyro's Mouse2 is quickswitch between current weapon to Flamer, then IC. So you could use that instead of Last Weapon. I have the habit of pulling the weapons out in the preferred order when I spawn, so I can't comment fully...

Also, don't bash the Single Shotgun! >=|
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Old 10-24-2009, 12:41 PM   #5
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I smell troll.
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Old 10-24-2009, 03:43 PM   #6
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The simple fix is to simply assign a separate button for every weapon....and make sure quick switch is on. I still haven't seen the 2.4 keyboard menu (I know, I'm a real shit these days), but the last I checked you could not do that through FF's front end.

It's way better that you custom edited your Config file anyways, so you can assign commands like "detonate dispenser" to a key. You'll be a real wannabe pro, like me, when you do!
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Old 10-24-2009, 03:53 PM   #7
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Quote:
Originally Posted by Marshmallow Noob View Post
I smell troll.
Yes, because discussing an actual problem is trolling. Bravo.
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Old 10-24-2009, 07:10 PM   #8
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Quote:
Originally Posted by Marshmallow Noob View Post
I smell troll.
The troll you smell has arrived ^^^

BRIDGET


but is it really an annoyance to press 1 button to switch to autorifle?
if you have to go through the inventory, just enable weapon fast switch

Last edited by reaper18; 10-24-2009 at 07:10 PM.
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Old 10-24-2009, 07:32 PM   #9
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well its also the issue of, will a new player that tries out fortress-forever feel like binding all his weapons to keys? Maybe it should be more user friendly out of the box..
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Old 10-24-2009, 08:18 PM   #10
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The keys are already bound
try the number keys above all the letters, thats usually where the weapon selection is
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Old 10-24-2009, 10:28 PM   #11
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There's this reallly cool hotkey that you can configure your mind configuration with... It's called habit. It's so fricking cool because it self-upgrades and it's free.

Every time I spawn, I press the button of my preferred primary weapon, click, then the button of my preferred "secondary" weapon, click, then I press Q. I can manage to do this combination in a fraction of a second at any time without even thinking. If I need to change my primary/secondary setup, then I can do that, once again, without thinking. It takes a bit of practice.

Now I'll address this seriously: You're the first person I've heard of that complains about the 'last weapon' preset, but you will quickly adapt to the primary/secondary maneuver simply because it annoys you so much that you have to set it up. From then on, you will pretty much forget about the need to set that up ... habit will take over. The more you get 'punished' by taking out the wrong weapon, the quicker you will be on track.

You should perhaps learn some weapon improvisation combat. What if you DID pull out the nailgun by accident? A skilled player would adapt with the unexpected and still be effective with that weapon. I am aware of the difficulty of nailing a scout, but whatever. Sometimes luck fills that in.

Last edited by Focksbot; 10-24-2009 at 10:36 PM.
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Old 10-25-2009, 12:21 AM   #12
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How many of you actually use it?

Since TFC and the way my config unbinds everything I actually forgot about 'Last Weapon'. Never needed it. I have the mousewheel in TFC setup like it is in FF where you fast scroll though the weapons without having to select. Having multiple options, like Last Weapon and fast switch scripts confuse me.

It's as fast and as simple as yer going to get (no I don't think numbers selection is quicker, it fooks up my movement :P).
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Old 10-25-2009, 12:33 PM   #13
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I never use the weapon scroll - I don't even have it bound

I use lastinv all the time (its my mouse2!!) and I do also find the pyro and sniper particularly annoying in this regard.

it makes zero sense to me having s.shotgun as the initial last inv when the main role of pyro (as it is now) is to work the flame multiplier.

etc.

Personally I'm all for this being changed as it won't bother the "JUST PRESS THE RIGHT BUTTON" people. Is it in the change request thread??
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Old 10-25-2009, 03:25 PM   #14
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Quote:
Originally Posted by Elmo View Post
Personally I'm all for this being changed as it won't bother the "JUST PRESS THE RIGHT BUTTON" people. Is it in the change request thread??
NOOOO Itll make the game slower!
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Old 10-25-2009, 05:29 PM   #15
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well I agree that it should be coded to be easier, but you'll need to put that in the feature tracker if you want it.

For now though, just edit your sniper and pyro .cfg's to include these at the top:

Code:
-- sniper
slot3; wait; slot2

-- pyro
slot5; wait; slot4
what this should do, is when you spawn it will automatically change, to your ar and back to sniper rifle as sniper and IC then flamethrower as pyro. So basically it sets your lastinv how you want it by scripting the change that others have said to do.
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Old 10-25-2009, 06:23 PM   #16
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can't you just put your desired weapon codes at the top of your class.cfg file? That's what I do, and it works out.
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Old 10-25-2009, 06:26 PM   #17
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...wow
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Old 10-25-2009, 06:53 PM   #18
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Lol. I was thinking that I was wrong simply based on the fact that like 50 of you all were coming up with complex methods, I was like nah, I can't be that simple.
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Old 10-25-2009, 07:38 PM   #19
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nah it was just that I posted that right above you like an hour before
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Old 10-25-2009, 09:38 PM   #20
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// FOR ANY CLASS: Place this in your userconfig.cfg
bind q lastinv
// Ignore the shit it gives you about userconfig not being autoexec'd. You obviously don't need to put this line in.
// This is so other classes don't get messed up with these binds. If your "q" is bound to something other than lastinv, adjust accordingly, etcetc.

// FOR PYROS (Flamethower <-> IC): Place this in your pyro.cfg
alias pw1 "alias pywp pw2; slot5"
alias pw2 "lastinv"
alias pywp pw1
bind q pywp

// FOR SNIPERS (Sniper Rifle <-> AR): Place this in your sniper.cfg
alias sw1 "alias snwp sw2; slot3"
alias sw2 "lastinv"
alias snwp sw1
bind q snwp

// FOR MEDICS (Super Shotgun <-> Medkits): Place this in your medic.cfg
alias mw1 "alias mewp mw2; slot1"
alias mw2 "lastinv"
alias mewp mw1
bind q mewp

If, for example, you spawn as sniper, instantly press 4 (nail gun), and press Q, you'll go to the AR instead of the sniper rifle. Same for the pyros pressing 2 (single shotty), and other classes using this. I doubt this will be much of a problem.

Last edited by Raynian; 10-25-2009 at 09:48 PM.
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