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Dumb question re. changing seats in the Hellbender

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Sick

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Aug 13, 2007, 6:18:50 PM8/13/07
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Been messing with my key and mouse-button binds recently and seem to
have messed something up. I previously used to use keys 1, 2 and 3 to
change seats in the Bender, but now key 3 doesn't do anything. I can't
find the setting in Configure Controls, and not sure what I'm doing in
the User.ini.

Help appreciated!

Folk

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Aug 14, 2007, 12:52:02 PM8/14/07
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Look in your user.ini file. Key binds are near the top and start with
the numbers. Here's mine for switching seats in Bender:

0=
1=SwitchWeapon 1
2=SwitchWeapon 2
3=SwitchWeapon 3

You must have 3 assigned to something else.

Sick

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Aug 16, 2007, 5:47:56 PM8/16/07
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Folk wrote:

> Look in your user.ini file. Key binds are near the top and start with
> the numbers. Here's mine for switching seats in Bender:
>
> 0=
> 1=SwitchWeapon 1
> 2=SwitchWeapon 2
> 3=SwitchWeapon 3
>
> You must have 3 assigned to something else.

Sorted! Thanks.

Folk

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Aug 19, 2007, 2:43:01 PM8/19/07
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Yer welcome.

As an aside, in UT3 they've changed it so that the driver also has
control of the skymines (position 2). It never made sense to me that
the driver has no freaking weapon! Since the mouse controls the
weapon, and driving is done by the keyboard, it only makes sense to
let the driver shoot! I think it will make the 'bender a much more
formidable weapon since you no longer have to depend on the skill of
your passenger for weapon control. I'll be a running/gunning fool.
<g>

muppet

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Aug 19, 2007, 6:09:00 PM8/19/07
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Folk wrote:

> As an aside, in UT3 they've changed it so that the driver also has
> control of the skymines (position 2). It never made sense to me that
> the driver has no freaking weapon! Since the mouse controls the
> weapon, and driving is done by the keyboard, it only makes sense to
> let the driver shoot! I think it will make the 'bender a much more
> formidable weapon since you no longer have to depend on the skill of
> your passenger for weapon control. I'll be a running/gunning fool.
> <g>

Good stuff :D

I think I've moaned about this in this group before..
There's nothing so annoying as when I'm defending a node or camped in a
good spot in the 'Bender, when some twerp or noob comes along, gets in
and drives it straight to our deaths. Or he just uses it as transport
and dumps it nowhere useful.

I presume this will be more difficult for them in UT3 :D

goPostal

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Aug 19, 2007, 6:16:01 PM8/19/07
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"muppet" <mup...@privacy.net> wrote in message
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No matter how difficult it is made to be someone will still find a way to
muck it up.


GTD

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Aug 19, 2007, 11:15:59 PM8/19/07
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I'm surprised there's no mod for 2k4 that makes that happen. or is there???

Folk

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Aug 20, 2007, 1:40:02 PM8/20/07
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oooooh. I hadn't thought of that. Another problem solved!

The only way a noob could then steal your bender is if you drove off
yourself and then took the rear turret instead of the side turret
(skymines). Then I guess someone could still jump in as driver.

Folk

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Aug 20, 2007, 1:41:02 PM8/20/07
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Not that I'm aware.

Unless UT3 totally sucks, I doubt anyone will go back and mod ONS to
add UT3 type features.

GTD

unread,
Aug 20, 2007, 7:31:00 PM8/20/07
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I Meant the other way: Making a mod like ONS that is played on UT3

goPostal

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Aug 21, 2007, 12:31:07 AM8/21/07
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"GTD" <Stoo...@duuuh.net> wrote in message
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Ya know, I would have to disagree. UT99 was heavily modded to mimic the 2K4
add-ons, they just weren't popular. Fragball was BR before there was a BR.
It was textured to even resemble the goals and ball (quite well too if I
remember). I think the deciding point will be how well the game plays. If it
requires a heavy system, people will stick to 2K4 for a while.

On this same vein, I got the bioshock demo off P2P. Wow.......And I do mean
Wow. Treat yourself but the system requirements are horrendous. Guys with
8800GTS's are running 30-40 fps, though there is supposed to be an NVidia
driver update today. Detail is freaking stunning. You just have to see it to
understand.


Folk

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Aug 21, 2007, 1:43:02 PM8/21/07
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That's not how I read it. :p

I think that is more likely, and probably wouldn't be hard to do.
Remove the objectives and disable the orb and it would pretty much be
ONS using UE3.

Folk

unread,
Aug 21, 2007, 1:47:02 PM8/21/07
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2K4 already needed a lot more system than UT99. If I wanted smooth
playing DM or CTF, I would play UT99 over 2K4 in a heartbeat.

>On this same vein, I got the bioshock demo off P2P. Wow.......And I do mean
>Wow. Treat yourself but the system requirements are horrendous. Guys with
>8800GTS's are running 30-40 fps, though there is supposed to be an NVidia
>driver update today. Detail is freaking stunning. You just have to see it to
>understand.

That *might* not bode well for UT3, since Bioshock is built on UE3.
But UE3 is a moving target, and I'm sure Epic has added tweaks and
what-have-you to UE3 since 2K Boston/2K Australia got their hands on
it.

But for sure... UE3 is the foundation for some really gorgeous games.

goPostal

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Aug 21, 2007, 3:00:04 PM8/21/07
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"Folk" <Fo...@folk.com> wrote in message
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As an update, the new NV driver that released beta yesterday helped
tremendously. FPS are way up, but I still have to tone the graphics down on
a dual core/7900GS/2GB RAM. Can't imagine what DX10 would require.

You got me thinking too. I sincerely hope UT3 is not as bad but TBH I still
see the same type of static mesh architecture on BSP. Aside from optimizing
a level I don't see how UT3 will be much better at using system resources.


Folk

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Aug 21, 2007, 5:45:02 PM8/21/07
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Epic will know better than anyone how to wring the most performance
out of UE3.

When a developer (like 2K Boston) buys a game engine, they are free to
modify it as they see fit. And when they buy it they buy it "frozen"
in time... i.e. the engine is in whatever state it's in when they buy
it. Most agreements allow them to update the engine with newer
enhancements provided by the creator (Epic) but many developers don't
avail themselves of that ability because they don't want any changes
that might get introduced to screw up their own changes.

Bottom line... UE3 as seen in Bioshock will not necessarily = UE3 as
seen in UT3.

Here's a snippet from Beyond Unreal:

********************************************************************************************
Your Crappy 2½ Year Old Computer Will Run UT3 - RaptoR -
7/31/07 7:18 PST - General UT3 News

Unreal Tournament 3 lead designer Steve Polge dropped by the BU forums
to talk about the recent glut of UT3 footage to come out of Comic-Con.
Steve comments that the top-of-the-range Alienware systems used at
Comic-Con would easily run UT3 at max details, and that UT3
playtesting was being done on 2.5 year old rigs with mid-range GeForce
7800 graphics cards.

"Those machines are way overkill for the highest detail level - the
only reason it wasn't turned on was because the option isn't exposed
in the menus. We do all of our play testing on 2.5 year old systems
with 7800s in them - that's our target medium detail (what you were
seeing today) platform."

********************************************************************************************

goPostal

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Aug 21, 2007, 10:04:46 PM8/21/07
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"Folk" <Fo...@folk.com> wrote in message
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That's really interesting stuff Folk. I'd have to say that for the time
being "You da man." :)

I wonder if they (Epic) will have some sort of DX10 support? Seems a shame
to not have it. I can't do 10 (obviously) but the screenies of the
difference it makes, especially in the water rendering and flames/sparks
sprites are big in Bioshock. Can't wait to see the lightning gun in full UT3
glory!! Wonder if I could do a mod that makes it about 100 units wide so I
can hit something?


Folk

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Aug 21, 2007, 11:23:03 PM8/21/07
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Been hanging around a bunch of other ONS junkies and we've all been
watching the news as closely as possible. And since the game is only
a few months from shipping, a lot of folks at Epic are talking.

>I wonder if they (Epic) will have some sort of DX10 support? Seems a shame
>to not have it. I can't do 10 (obviously) but the screenies of the
>difference it makes, especially in the water rendering and flames/sparks
>sprites are big in Bioshock.

Epic has been saying for quite some time now that there will be some
DX10 features in UT3. I'm not sure to what extent though.

> Can't wait to see the lightning gun in full UT3
>glory!! Wonder if I could do a mod that makes it about 100 units wide so I
>can hit something?

I'm hoping that UT3 won't be so hitscan dominated like 2K3 and 4. Us
old spammers need a break. :)

Oh... the lightning gun is out. Here's the latest weapon breakdown as
it's known today:

*********************************************************************************************
"Confirmed UT3 weapons:

1. The Impact Hammer. A classic melee weapon from the first UT. It was
replaced with the Shield Gun in UT's 2nd generation, which had an
energy shield as altfire that reflected energy projectiles and reduced
an amount of the damage you took. It was considered to make the game
too defensive instead of aggressive, so Epic brought back the
original, but with a twist. Primary is still a melee attack. In the
past, it was possible to charge it up and upon contact with another
player it fired automatically. What's new is the altfire mode. It is a
melee attack as well, but with EMP functionality. That way it is
possible to disable vehicles for a short amount of time or knock power
ups off of a player who collected them beforehand (things like the
Damage Amplifier or Shieldbelt).

2. Enforcers. You start with one, but if you kill someone who's
carrying another one you can pick up his as well and wield two of them
at the same time. In UT99 (2k3+4 replaced them with Assault Rifles)
they were powerful, single shot pistols. With altfire they were held
gangsta-style and I think the behaviour changed a bit, though I can't
quite remember how...

3. Shock Rifle. Primary fires a purple instant-hit beam that knocks a
player a few feet backwards. Altfire shoots energy balls that do more
damage than the beam but travel quite slowly. The trick is to hit the
energy ball with the beam to unleash the powerful shock combo (aka
Shombo), a powerful explosion.

4. Flak Cannon. Some people may regard it as the equvalent to a
shotgun, but that doesn't do it justice. There much more to it.
Primary fire shoots hot metal shards in a random pattern that spread
out over distance, so you'd better be close to your target. The shards
can bonce from the ground and walls so it is very well possible to hit
someone who's around a corner. Altfire launches a big ballistic
projectile that explodes when it hits something (in the newer UT
incarnations some random flak shards emerged from the explosion as
well). The projectile always had a smiley face on the front, a running
gag in the UT series. At least the last thing you see before you die
is a happy face...

5. Bio Rifle. In UT it was named "GES Bio Rifle", Epic said once that
GES means "green exploding sh*t". That describes the gun pretty well.
Primary launches small ballistic blobs of green goo that explode on
contact with players and vehicles, but when they hit the ground or
walls they stick there for a while before exploding. That way, a
player can create temporary mine fields. Altfire charges the goo
chamber. The longer the loading time, the bigger the blob. As the blob
gets bigger, its range goes down while the damage goes up. A big blob
hitting the ground splits up into dozens of small blobs. A direct hit
with a fully charged bio alt used to be able to kill even a player who
was stocked to the max with shield and health, but it's very hard to
hit someone with such a slow, ballistic projectile at close range
while not being too close so the explosion catches the weapon wielder
as well.

6. The Stinger. Replaces the Minigun from the previous UT titles.
Primary fire shoots rapid-fire insta-hit tarydium crystal shards in a
random spread pattern, altfire shoots large shard projectlies that are
slower but more accurate and deal more damage. When you kill someone
with these, his body will get pinned to the next wall if there is one
nearby.

7. The Link Gun. Primary fire shoots green plasma projectiles in
rather rapid succession, altfire is a medium-range sustained beam. In
UT it was named Pulse Gun. The new name comes from the new ability it
gained in UT2k3: When aiming the beam at a teammate who also carries a
LG, you charge up his weapon and increase its damage that way. This
guy could then again charge up anther one and so it was possible to
create quite long chains, where the front end weapon of it was getting
more powerful with each link. In UT2004, power nodes and vehicles were
introduced and both could be healed with the link beam. Linking up
worked here as well, increasing the amount of damage being healed. It
was confirmed that the gun's vehilce healing capabilities will remain
in UT3 and since it is still names Link Gun I expect the linking
functionality to be in as well, though we haven't had a confirmation
on that.

8. The Rocket Launcher: Primary fire shoots a single rocket straight
forward, altfire charges up to three rockets before firing them at
once in a straight horizontal pattern. Tapping primary fire during the
charge once (or twice, am not quite sure) deactivates the rockets
self-propelling mechanism, turning them into grenades that tumble out
of the weapon and bounce around for a while before exploding. Upon
contact with enemies and vehicles they explode instantly. Tapping
primary a second time (or the first, dunno) changes the rocket's
flight pattern from straight line to twisting spiral. Tapping primary
a third time sets the rockets back to their initial state. When
holding your crosshair above a target for some time, the weapon will
lock on to it and when you fire one or more rockets afterwrds, they
will home in on it. In previous UT games they were not very nimble, so
it was still possible to dodge them, but at long range the lock made
quite a difference.

9. The Sniper Rifle. Primary fire shoots an insta-hit bullet that does
massive damage (headshots deal twice as much damage as body hits),
altfire controls the scope's zoom level. In UT2003 & 4 the UT99 SR was
replaced with the Lighning Gun. Same funcionality, different looks.
UT3 brings back the classsic, but with a twist carrying over from the
LG: a visible tracer, so you can see who's shooting at you (in case
the first shot wasn't lethal, that is).

10. The AVRiL Longbow. AVRiL stands for anti-vehicle rocket launcher.
Its very agile rockets home in on any target under your crosshair,
while the altfire targeting laser will "glue" your view to a target so
the rocket's lock doesn't break off. When aiming the targeting laser
on the ground, it can be used to designate a target location for
nearby friendly neighbourhood spider mines to walk to.

11. The Redeemer. A superweapon that has a very long respawn time. You
can only shoot it once. It fires a slow tactical nuclear missile.
Primary fires it straight forward (bad, enemies can shoot it down
pretty easily when it flies in such a predictable path), altfire is a
"fly-by-wire" mode, where your view switches to the missile's internal
camera and enables you to steer it directly.

12. The Target Painter. UT2k3 introduced the Ion Painter, which marked
a target for an orbiting sattellite that fired on the marked loacation
after the beam had locked the location (took a few seconds). UT2k4
added the Target Painter, which also marked a location, but not for a
sattellite but for a bomber that appeared on the border of the map,
flew to the desired location and dropped some bombs there (at least if
it wasn't shot down on the way). UT3 will heve only one Target
Painter, and it was stated that it is supposed to trigger map-specific
hazards. At least that's the latest info about it we recieved from the
devs. There is only guessing what they might come up with. Maybe
rock-landslides, maybe the old sattellite or a new bomber, maybe an
earthquake, maybe a lightning storm. Nothing specific has been stated
yet.

13. The Canister Gun (not sure if its still in or if the name has been
changed). From what was heard it is supposed to combine the features
of UT2k4's Spider-Mine layer and Grenade Launcher. I guess altfire
changes between ammo types and primary shoots/deploys. Though I
wouldn't know how the remote detonate the nades, then. The Grenade
Laucher used to fire sticky grenades that attached to any vehicle or
player they touched, no matter if fried or foe. The nades were
detonated by pressing altfire. Some people even attachrd them to the
back of an allied vehicle and detonate them to give it a boost through
the force of the explosion. Of course this only worked with dactivated
friendly fire, but since that is the default it happened quite often.
The Spider Mines are nasty little walking bombs that chase enemy
players and vehicles, jump at them and then explode. The
Stealthbender, a new UT3 vehicle, can deploy boxes that contain lots
of those little buggers which swarm out once an enemy is near. The
Stealthbender also deploys a time-bending slow volume and it is
rumored that the canister gun might be able to do so as well. The slow
volume is a large green box in which time gets slowed down.

*********************************************************************************************

So, we have the sniper, enforcers, impact hammer and a more UT99-like
rocket launcher. The new EMP functionality of the impact hammer
sounds cool. If I understand it correctly, you could whip out your
impact hammer and knock out a manta coming straight for you... kind of
like a matador. That would be *really* cool. And the ability to
knock of someone's shield with an impact hammer should make for some
very interesting 1 v 1.

Folk

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Aug 21, 2007, 11:36:02 PM8/21/07
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On 21 Aug 2007 22:23:03 -0500, Folk <Fo...@folk.com> wrote:


>13. The Canister Gun (not sure if its still in or if the name has been
>changed). From what was heard it is supposed to combine the features
>of UT2k4's Spider-Mine layer and Grenade Launcher.

Correction. To the best of my knowledge, this is out and the only way
to deploy spider mines is the Stealthbender. I'm hoping this *is*
out, since spider spam is one of the things that makes ONS suck.

goPostal

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Aug 22, 2007, 11:26:34 AM8/22/07
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"Folk" <Fo...@folk.com> wrote in message
news:njbnc31fca21ic9kc...@4ax.com...

I think spider mines are not in the spirit of UT. It's a lot like the
razorjack, you can just spam a hallway and no one knows who killed them. UT
is a more personal fighting game than others. Perhaps this is why redeemer
whores are looked down on so badly.


GTD

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Aug 28, 2007, 8:17:17 PM8/28/07
to

Yea, A post of mine went MIA, and I thought you were answering it. . .
Now I'M confused.

What I meant was, that I am surprised nobody made a
driver-controls-skymines 'bender mod for 2k4, as people were complaining
about that from almost the beginning. (maybe complaining is a bit harsh,
vocally wishing. . .)

Somewhere in there a post of mine, which was lost, I was saying that
someone will probably make an ONS and maybe an Assault mod for UT3, like
someone did for assault in 2K3.

Folk

unread,
Aug 29, 2007, 1:08:02 PM8/29/07
to

I agree.

>Somewhere in there a post of mine, which was lost, I was saying that
>someone will probably make an ONS and maybe an Assault mod for UT3, like
>someone did for assault in 2K3.

Heh. They're already talking about it on several forums. It seems
that the consensus of the "pros" is that the Orb and some of the new
vehicles is going to "dumb down" the game.

Assault players pretty much got screwed. Although Warfare is supposed
to have "objectives", there's no way it will be anything like Assault,
because it's too much like ONS. Whether ONS players got screwed is
still up in the air. I'm going to reserve judgment until I've seen
the game.

Warfare might not make it as a good competitive game (but then neither
did ONS, judging from the ladder activity) but it does look like it's
going to be a lot of fun. I just hope the learning curve doesn't put
too many people off. If you're already familiar with UT weapons and
the ONS gametype, then it will be fairly easy to learn, but someone
coming from no experience might be frustrated. We'll see...

goPostal

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Aug 29, 2007, 6:47:30 PM8/29/07
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"Folk" <Fo...@folk.com> wrote in message
news:pg9bd3lrjtf4j87n0...@4ax.com...

>
> I agree.
>
>>Somewhere in there a post of mine, which was lost, I was saying that
>>someone will probably make an ONS and maybe an Assault mod for UT3, like
>>someone did for assault in 2K3.
>
> Heh. They're already talking about it on several forums. It seems
> that the consensus of the "pros" is that the Orb and some of the new
> vehicles is going to "dumb down" the game.
>
> Assault players pretty much got screwed. Although Warfare is supposed
> to have "objectives", there's no way it will be anything like Assault,
> because it's too much like ONS. Whether ONS players got screwed is
> still up in the air. I'm going to reserve judgment until I've seen
> the game.
>
> Warfare might not make it as a good competitive game (but then neither
> did ONS, judging from the ladder activity) but it does look like it's
> going to be a lot of fun. I just hope the learning curve doesn't put
> too many people off. If you're already familiar with UT weapons and
> the ONS gametype, then it will be fairly easy to learn, but someone
> coming from no experience might be frustrated. We'll see..

Folk, I was dicking around the assault servers last night and ran across one
where it seemed to be run like a "Sims" sort of deal. The link gun didn't
function as a weapon, it was a static mesh placer. There were houses and
yards and garages that seemed to all be player created. It was the weirdest
thing. WTH are you going to accomplish in this sort of thing? I'll see if I
can find the server again and post it.


Folk

unread,
Aug 30, 2007, 1:15:07 PM8/30/07
to

Wow. Sounds like a really strange mod.

The static mesh link gun kind of reminds me of a new deployable in UT3
that you may have heard of if you've been following the press. It's a
"slow volume cube" or something like that. You can deploy it wherever
you like (a chokepoint of some sort seems the logical place) and
whoever passes through it moves at a very slow rate of speed. It
sounds like it would be great for sniping. <g>

goPostal

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Aug 30, 2007, 8:38:22 PM8/30/07
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"Folk" <Fo...@folk.com> wrote in message
news:heudd3hakpflad6p6...@4ax.com...

I'd hate to be the guys at Epic having to constantly reinvent the wheel to
keep UT fresh when every possible good idea is already a mod/map/add-on. No
matter what you do someone is going to say you pinched thier great idea and
put it into the game.

TBH if I had my 'druthers' I'd rather UT3 be slimmed down with an emphasis
on security and making an easier editor. The community will do what they
like with it anyway and the parent company facilitates a simpler and safer
experience. Stop creating different gametypes. Warfare is a remix. If the
community wants to mod ONS, they will. Just throw in a few extras, maybe a
couple of moddable weapons packages, built-in security with a real key ban
admin'ed by Epic for confirmed cheaters instead of the key hash system, and
a static mesh editor system that makes some sort of sense at all. Fanboys
will take it and run with it and within a month there will be hundreds of
maps and mods to be server pushed.

It would reduce costs too. More copies sold is more players.

Also, I found the "Sims" server again and it was turmoil when I dropped in.
It seems you can also destroy other people's work and one guy was trashing
another's building. He kept getting kicked but came back a moment later with
a nymshift. I felt really sorry for the builder as he was pleading with the
destroyer to stop. What an ass.


Yvan Hall

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Sep 22, 2009, 5:58:18 PM9/22/09
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