Hi,
It's become apparent (again), that through weapon testing (again) there's quite a few of you with binds that use the "getweapon" command followed by a specific class name for the weapon, e.g. "getweapon sniperrifle".
The default syntax for weapon switching (which you can see in your DefUser.ini) is actually "switchweapon X" where X denotes the slot the weapon usually sits in, e.g. for snipers, it'll be "switchweapon 10", for rockets it'd be "switchweapon 9".
I'm posting this as a push to recommend people update their binds and move away from the getweapon command, which causes issues when we need to use modified weapons, just as we've done over the last 15 or so years (e.g. tick rate independent minigun and pulse, rocket and flak projectile fixed weapons, zeroping weapons, minigun power tests and now HD sniper reticle tests).
If you're really wedded to continuing to use getweapon for <reasons>, then you'd need to ensure you capture all the possible classes in that getweapon string, e.g.
n.b. It's understandable that you may wish to use the getweapon binds when playing other game types such as CTF where weapons can share slots (I'm thinking translocator here - also demonstrated in the defuser.ini), or where there's redeemers to consider... Adjust your strategy in using these commands if this fits your use case.
It's become apparent (again), that through weapon testing (again) there's quite a few of you with binds that use the "getweapon" command followed by a specific class name for the weapon, e.g. "getweapon sniperrifle".
The default syntax for weapon switching (which you can see in your DefUser.ini) is actually "switchweapon X" where X denotes the slot the weapon usually sits in, e.g. for snipers, it'll be "switchweapon 10", for rockets it'd be "switchweapon 9".
I'm posting this as a push to recommend people update their binds and move away from the getweapon command, which causes issues when we need to use modified weapons, just as we've done over the last 15 or so years (e.g. tick rate independent minigun and pulse, rocket and flak projectile fixed weapons, zeroping weapons, minigun power tests and now HD sniper reticle tests).
If you're really wedded to continuing to use getweapon for <reasons>, then you'd need to ensure you capture all the possible classes in that getweapon string, e.g.
- getweapon minigun2|getweapon minigun2tiw|getweapon pureminigun2|getweapon gatl_Minigun2|getweapon gatl_PureMinigun2
- getweapon ut_flakcannon|getweapon ut_flakcannon_fix
- getweapon ut_eightball|getweapon UT_Eightball_fix
- getweapon sniperrifle|getweapon ZP_SniperRifle|getweapon sniperriflehd
- switchweapon 7
- switchweapon 8
- switchweapon 9
- switchweapon 10
n.b. It's understandable that you may wish to use the getweapon binds when playing other game types such as CTF where weapons can share slots (I'm thinking translocator here - also demonstrated in the defuser.ini), or where there's redeemers to consider... Adjust your strategy in using these commands if this fits your use case.
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