Apologize if this has been asked before: Is there a way to set a key to switch to previous weapon? Haven't seen it in options, and if it was purposely left out does anyone know why?
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
From my understanding the keybindings are stored in a 5 bit long field, which gives 32 values. those 32 keybindings are already used. Changing that would require bigger changes that are not worth the risk of breaking things before 1.0
That beeing said, what is that key used for anyway? I have weapon 1-3 on my mouse (mousewheel click is axe, mouse 4 lmg, mouse 5 pistol), i really don't have a use for Q. perhaps you could use a similar setup until that features arrives.
<!--quoteo(post=1989591:date=Oct 11 2012, 10:03 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Oct 11 2012, 10:03 AM) <a href="index.php?act=findpost&pid=1989591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From my understanding the keybindings are stored in a 5 bit long field, which gives 32 values. those 32 keybindings are already used. Changing that would require bigger changes that are not worth the risk of breaking things before 1.0<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited October 2012
<!--quoteo(post=1989591:date=Oct 11 2012, 08:03 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Oct 11 2012, 08:03 AM) <a href="index.php?act=findpost&pid=1989591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That beeing said, what is that key used for anyway? I have weapon 1-3 on my mouse (mousewheel click is axe, mouse 4 lmg, mouse 5 pistol), i really don't have a use for Q. perhaps you could use a similar setup until that features arrives.<!--QuoteEnd--></div><!--QuoteEEnd--> Like I keep telling everyone (devs/PT's alike). It really doesn't matter if you don't use it, the fact remains that this is simply a basic feature for most FPS games :P
<!--quoteo(post=1989591:date=Oct 11 2012, 09:03 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Oct 11 2012, 09:03 AM) <a href="index.php?act=findpost&pid=1989591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From my understanding the keybindings are stored in a 5 bit long field, which gives 32 values. those 32 keybindings are already used. Changing that would require bigger changes that are not worth the risk of breaking things before 1.0
That beeing said, what is that key used for anyway? I have weapon 1-3 on my mouse (mousewheel click is axe, mouse 4 lmg, mouse 5 pistol), i really don't have a use for Q. perhaps you could use a similar setup until that features arrives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well that probably explains the mess that current controls are and the lack for customizable commander controls. But imho that's an pretty shortsighted approach, instead of trying to design around such an (obviously) heavy limitation, it would be way better long term to recode the whole thing to allow for more bindings.
After all with Spark being so mod friendly it's not that far stretched to assume that some modders probably want the option to add some mod specific key binds. If the engine can't handle this than you are already limited in what you actually can do with the engine. Not to mention that changing such fundamental engine basics should be done when the game is not finished, instead of having to fiddle around in the guts of an "finished" engine/game.
Taking the risk to change something should have happened sooner, the risk of something going wrong just gets worse once we are past 1.0 and as such it will be even more unlikely to get fixed post release.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
i wont argue with that. Its obviously a mis calculation from the engine developers, but its too late to change. From what i understand its very high on the list to fix after 1.0, which means that we should see it pretty soon. From all the design flaws an engine developed my so few people could have, this one is not a big deal and will be fixed soon anyway. just be patient and wait for 1.0 :)
'Q'uick switch was one of the first moans on the Get Satisfaction site.
Concidering UWE switched from source to spark and all the work thats gone into that by such a small team I think its fairly low priority but sure it will be in at some point once more public are playing.
Comments
I know UWE needs to focus on v1, but adding q weapon switching is a huge usability win for hardly any work.
That beeing said, what is that key used for anyway? I have weapon 1-3 on my mouse (mousewheel click is axe, mouse 4 lmg, mouse 5 pistol), i really don't have a use for Q. perhaps you could use a similar setup until that features arrives.
lol, just lol...
Like I keep telling everyone (devs/PT's alike). It really doesn't matter if you don't use it, the fact remains that this is simply a basic feature for most FPS games :P
That beeing said, what is that key used for anyway? I have weapon 1-3 on my mouse (mousewheel click is axe, mouse 4 lmg, mouse 5 pistol), i really don't have a use for Q. perhaps you could use a similar setup until that features arrives.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well that probably explains the mess that current controls are and the lack for customizable commander controls.
But imho that's an pretty shortsighted approach, instead of trying to design around such an (obviously) heavy limitation, it would be way better long term to recode the whole thing to allow for more bindings.
After all with Spark being so mod friendly it's not that far stretched to assume that some modders probably want the option to add some mod specific key binds. If the engine can't handle this than you are already limited in what you actually can do with the engine. Not to mention that changing such fundamental engine basics should be done when the game is not finished, instead of having to fiddle around in the guts of an "finished" engine/game.
Taking the risk to change something should have happened sooner, the risk of something going wrong just gets worse once we are past 1.0 and as such it will be even more unlikely to get fixed post release.
Concidering UWE switched from source to spark and all the work thats gone into that by such a small team I think its fairly low priority but sure it will be in at some point once more public are playing.
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