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Thread: Hints and tips

  1. #1
    Join Date
    Mar 2002
    Location
    England
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    Every consloe command gameplay tips and video and sound tweaks

    This is a compiled list of evry tip cheat and command i can find on unreal 2003

    EDIT: ive had a few people ask if these codes will work for Ut 2004 as well... Yes they will. Enjoy
    Remember that headshots do more damage, so aim high!

    Translocator

    The Translocator was originally designed by Liandri Corporation’s R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia. In order to prolong the careers of today’s contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention. It should be noted that while viewing the camera’s surveillance output, the user is effectively blind to their immediate surroundings.

    TIPS: If you want to see the camera on the Translocator, press the translocator selection key after you’ve thrown it. Then press secondary fire to actually translocate.

    You can use the translocator as a "security camera" in CTF games. Place the translocator at a base entrance. You can then refer to the camera view of the translocator and pan the camera around to keep an eye on the entrance.



    Shield Gun

    The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal.
    TIPS: If you charge up primary fire, you can do a rocket-style-jump with it. This causes splash damage, but if you hold down secondary as you release primary fire, your shield can absorb some of the damage.

    Secondary fire is a shield that reflects most weapon fire. It bounces back energy weapons without draining (pulse and shock blasts).

    You can also use the shield to break falls from high places and prevent falling damage.



    Assault Rifle

    Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon. The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.
    TIPS: Assault Rifle grenades explode on impact, so if you’re desperate just charge your enemy and grenade them up close. Or run away and lob a trail of grenades behind you.

    Hold down secondary fire to launch the grenades further. A full 'charge' can hurl those suckers a long way!



    Shock Rifle

    The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave. This combination attack is achieved when the weapon operator utilizes the secondary fire mode to deliver a charge of seeded plasma to the target. Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma’s EM field.
    TIPS: Like the description says, shock combos are easy to do: just shoot the orb with secondary fire and then hit the orb with primary fire. Shock combo.



    Link Gun

    Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun. While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link. It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack.
    TIPS: Remember that in team games, you can link your Link Gun up to a teammate’s by using secondary fire on them while they’re using the Link Gun as well. This will increase your damage, and up to three people can link. Don’t cross the streams!

    Secondary fire is much more effective than primary, just keep in mind that secondary link gun fire is useless if your opponent is far away.



    Bio-Rifle

    The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some Tournament purists argue that it is the equivalent of a cowardly minefield. Others argue that it enhances the tactical capabilities of defensive combatants. Despite the debate, the weapon provides rapid-fire wide-area coverage in primary firing mode, and a single-fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small globs of Biosludge, or launch one large glob at the target.
    TIPS: Secondary fire is quite useful for defense.

    You can "goop jump" by shooting goop, putting the shield on the shield gun up, and jumping just as the goop explodes.



    Minigun

    The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap. The T23-A is the rotary cannon of choice for the discerning soldier.
    TIPS: Secondary fire bullets are slower, so be sure to aim ahead of your target.



    Flak Cannon

    Trident Defensive Technologies Series 7 Flechette Cannon has been taken to the next step in evolution with the production of the Mk3 “Negotiator.” The ionized flechettes are capable of delivering second and third-degree burns to organic tissue, cauterizing the wound instantly. Payload delivery is achieved via one of two methods: ionized flechettes launched in a spread pattern directly from the barrel; or via fragmentation grenades that explode on impact, radiating flechettes in all directions.
    TIPS: Remember the flak ricochets around corners, so if your enemy disappears round a corner, keep firing, especially in an enclosed arena! Also note that the flak cannon is much easier to aim than other weapons. Use this to your advantage and concentrate on dodging more than accuracy while using this weapon.



    Rocket Launcher

    The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck. The rotating rearloading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumbfire rockets on target. The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation.
    TIPS: By holding down secondary fire, you can charge up to three rockets. However, if you tap primary fire while charging up secondary, the rockets will fire in a straight, more focused swirl, rather than a spread pattern.

    To fire a homing rocket, simply place your crosshair over your target for a second or two. You'll hear a beep and the crosshair will turn red. Fire when ready.

    Remember that you don't always have to hit a target straight on to cause harm! Use the splash damage of the rockets to your advantage on snipers or to pick off people just around a corner.



    Lightning Gun

    The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon’s learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton ‘patch’ on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target.


    Redeemer

    The first time you witness this miniature nuclear device in action, you’ll agree it is the most powerful weapon in the Tournament. Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you’re out of the Redeemer’s impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket’s-eye view. Keep in mind, however, that you are vulnerable to attack when steering the Redeemer’s projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot.


    Ion Painter

    The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity. The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon. Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect.

    Last edited by Adam3da; 10-03-2004 at 03:21 PM.

  2. #2
    Join Date
    Mar 2002
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    Adrenaline


    Once your Adrenaline reaches 100 (you can get this either through collecting pills or murdering people, and Adrenaline is cumulative), you’ll hear a voice that says “Adrenaline!” and you can tap special power-up moves. Here’s what they are:
    Speed: forward, forward, forward, forward
    Regen: back, back, back, back
    Invisibility: straferight, straferight, strafeleft, strafeleft
    Berserk: forward, forward, back, back

    Dodging \ Movement

    To double jump, jump a second time while at the height of your jump.
    Dodging works just like UT. Double tap in any direction. If you quickly jump at the height of your dodge, you'll do a dodge jump.

    To wall jump, run along a wall and jump into it. Thens jump and strafe in the opposite direction when you hit the wall.

    DE designer Bastiaan "Checker" Frank has the following tips:

    Hee guys, wall-dodging is really cool. Here are some facts From the moment you jump or dodge, you can only do 1 double jump.
    You can only do one dodge at a time. ( So no dodging into the wall and wall-dodging away ).

    So the two obvious combinations are

    Jump, double jump, wall-dodge and Jump, wall-dodge, double jump. The later being my personal favorite.

    You can of course combine all of these with shield jumping and or lift jumping.

    Anyone found goop jumping yet ? ( shoot goop, get shield up, jump just when goop explodes )

    Use shield, to bounce energy weapons, break your fall, block normal weapons.

    impact jumping off the lift, hitting a wall and wall-dodging off then a double jump, finally protect yourself from fall damage with the shield gun .... how far can _you_ push this game ? :P

    You can jump while on lifts and get an extra boost.

    If you jump from a high place and land on an enemy, you'll cause damage and maybe even crush them!

    Wall Jumping

    I thought I had mastered wall jumping until I saw a guy on BR-IceFields make a seemingly impossible jump from the ground, to the wall, to a raised platform (see pic at right). On particular levels and in particular instances knowing how to wall jump can be an invaluable technique for getting to hard to reach places.
    Technique: Basic Wall Jump - The easiest wall jumps are jumps facing a wall. To start, walk your character until her nose is flush against a flat wall. Make sure the wall doesn't have any unusual pieces jutting out of it. I prefer to practice in one of the hallways in BR-IceFields (see screen shot.) Jump as normal. At the height of your jump, dodge backwards by pressing backwards twice quickly. You will know you have performed a wall jump if you hear two "huh" noises (The first "huh" is the jump, the second slightly different sounding "huh" is the wall jump.)

    Technique: Running Wall Jump - Face a wall. Back away from the wall but remain facing it. Run at the wall and standard jump, not double, as late as possible. While you are airborn dodge backwards. This is kind of tricky as you must press forward to run at the wall the suddenly switch your fingers to backwards, but it can be done. If done correctly, you should hear two "huh" noises and you should find yourself thrown backwards a good distance, BUT NOT ON THE RAISED PLATFORM. Keep doing this until you are comfortable with it.

    Technique: Running Wall Double Jump - As before, run at the wall, jump as late as possible, then press the backwards key twice WHILE tapping the jump key once. Following the double tap backwards, hold the backwards key (I usually hold the jump key as well, but I don't think this is necessary.) This is very hard to do but if performed correctly, you should be able to get enough air to get from the ground level of the hallway to the raised platform as in the screenshot.

    In Summary:
    1) Face wall a few steps away from wall.
    2) Run at wall. Jump as late as possible.
    3) As you hit the wall, double tap backwards while pressing jump button.
    4) Press and hold backwards.

    These wall jumps can be performed while facing any direction. A much more useful wall jump is to strafe right, jump, then wall jump to the left all the while shooting someone in front of you (hold right, jump hitting the wall, quickly press strafe left twice while pressing the jump button.) Of course, this can be reverse launching you to the left instead. Sideways wall jumping is much harder as you cannot see how close you are the wall; remember the most vital part of getting massive air on a wall jump is the timing of the first jump relative to the wall. You want to hit the wall as high as possible.


    Console Commands \ Cheats Advertisement
    To use console commands, press "~" while in game. Then type one of the following commands:

    Cheat Codes

    ALLAMMO - Gives full ammo for all weapons
    ALLWEAPONS - Gives you all weapons
    FLY - You can fly around
    GHOST - Noclip through walls
    GOD - God Mode
    LOADED - Gives all weapons, ammo, and 100 adrenaline
    TELEPORT - Teleport to a random spot in the map
    WALK - You stop flying

    Player \ Bot Commands

    ADDBOTS [number] - Adds the specified number of bots
    BEHINDVIEW 1 - Changes to third person view
    BEHINDVIEW 0 - Changes to first person view
    DISCONNECT - Disconnect from current server
    EXIT - Quits the game
    KILLBOTS - Gets rid of all bots
    OPEN [IP address] - Connect to a specific server IP
    OPEN [mapname] - Opens specified map
    QUIT - Quits the game
    RECONNECT - Reconnect to the current server
    SWITCHLEVEL [mapname] - Switches to the specified level
    SWITCHTEAM - Switch your player's team
    SUICIDE - Kills yourself
    TEAMSAY [text] - Displays your message in team chat
    PLAYERSONLY - Freezes \ pauses the bots
    SAY [text] - Displays your message in global chat
    SETNAME [playername] - Changes your player name

    Statistics

    MEMSTAT - Displays Windows memory usage
    STAT ALL - Shows all stats
    STAT AUDIO - Shows audio stats
    STAT FPS - Displays your frames per second
    STAT GAME - Displays game stats
    STAT HARDWARE - Shows hardware stats
    STAT NET - Shows network game play stats
    STAT NONE - Turns off all stats
    STAT RENDER - Displays rendering statistics
    Demo Commands

    DEMOPLAY [demoname] - Plays the specified demo
    DEMOREC [demoname] - Records a demo using the demoname you type
    STOPDEMO - Stop recording a demo
    Admin Commands

    ADMIN SWITCHLEVEL [mapname?game=gametype?mutator=mutator] - Changes the current level to the specified level, game type and mutators
    ADMIN [command] - Performs the specified command
    ADMINLOGIN [password] - Logs the admininstrator onto the server using the specified password
    ADMINLOGOUT - Logs the administrator off the server.
    ADMIN SET UWeb.Webserver bEnabled True - Enables the remote admin webserver (after level change)
    ADMIN SET UWeb.Webserver bEnabled False - Disables the remote admin webserver (after level change)
    KICK [playername] - Kicks the specified player from the server
    KICKBAN [playername] - Kicks and bans the specified player from the server using their IP address. To unban the player, edit the server.ini or use the web admin interface
    Other Commands

    BRIGHTNESS [number] - Changes the brightness level to the specified number
    CDTRACK [number] - Plays the specified CD track number
    CONFIGHASH - Displays configuration info
    CONTRAST [number] - Changes the contrast level to the specified number
    DEBUG CRASH - Test crashes the game with an error
    DEBUG EATMEM - Tests memory allocation until full
    DEBUG GPF - Test crashes the game with a general protection fault error
    DEBUG RECURSE - Test crashes the game by infinite recursion
    DUMPCACHE - Displays the memory gcache contents
    EXEC [filename] - Executes a file in the UT2003 /system/ directory by default
    FLUSH - Flushes all caches and relights
    FOV [number] - Changes the field of view to the specified number
    FIXEDVISIBILITY - For use when testing your own level. Fixes the engine's visibility from your current point of view. You can then walk around and see exactly what is being drawn, check that antiportals are working etc. Enter it again to turn it off.
    GAMMA [number] - Changes the gamma level to the specified number
    GETCOLORDEPTHS - Displays the maximum color depth supported by your hardware
    GETCURRENTCOLORDEPTHS - Displays your current color depth
    GETCURRENTRES - Displays your current resolution
    GETCURRENTTICKRATE - Displays your current tick rate
    GETMAXTICKRATE - Displays the maximum allowed tick rate
    MUSICORDER [number] - Change to a certain track in the song (0=ambient, 1=action, 2=suspense)
    NETSPEED [number] - Sets the net speed, default is 10000
    OBJ CLASSES - Displays a list of object classes
    OBJ GARBAGE - Collects and purges objects no longer in use
    OBJ HASH - Displays object hashing statistics
    OBJ LINKERS - Displays a list of active linkers
    PAUSESOUNDS - Pauses all sounds
    PREFERENCES - Opens advanced settings
    RELAUNCH - Relaunches the engine
    RENDEREMULATE [gf1/gf2] - Lets you see how your level will look on different cards (ex. if some of your shaders are too complicated and don't have fallbacks).
    REPORT - Copies a report of the current game to clipboard
    SET [class variable value] - Sets a specified class and specified variable with the specified value
    SETSENSITIVITY [number] - Sets the mouse sensitivity to the specified number
    SETRES [WxHxD] - Sets your screen resolution to the specified width, height, and color depth
    SLOMO 1 - Sets the speed of the game back to normal real time speed
    SLOMO 2 - Sets speed to double. Increase number to go faster
    SLOMO .5 - Sets speed to half. Decrease number to go slower
    SOCKETS - Displays a list of sockets in use
    TOGGLEFULLSCREEN - Toggles fullscreen mode
    TYPE [text] - Displays the specified text on the console
    UNPAUSESOUNDS - Un-pauses all sounds

  3. #3
    Join Date
    Mar 2002
    Location
    England
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    Tweaking

    With UT2003 released, many Unreal fans are wondering whether their machines will be able to cope with the extra detail and other fancy stuff that's included in the game. However, fear not. If you have a 600MHz or faster processor, 256Mb or more RAM and any GeForce2 or higher level graphics card, there's no reason why you won't be able to squeeze around 30fps out of UT2003 with respectable levels of detail. It's a case of knowing what to switch on and what to leave off. Hopefully this tutorial will help you to score a few more frames per second to play with.

    Let's start with the easy bits -- resolution and color depth, both found in the Video section of the UT2003 settings menu. Use your own common sense when it comes to resolution. If you just can't get a reasonable frame rate out of one resolution, switch down. Try cranking up the resolution until you find the right balance of speed and detail. On a regular 17 inch monitor, you won't want to go much higher than 1024x768. As for color depth, if you're running UT2003 on a 1GHz or slower machine with a GeForce2 or slower graphics card, try 16-bit mode. There's really not a great deal of noticeable difference between the two. So if you're getting a crappy frame rate, try 16-bit mode and I'll bet the only difference you'll notice will be the extra frames per second. On a GeForce3 or higher card, you should try using 32-bit mode for extra visual quality.

    UT2003's Settings -> Details menu contains three main detail options -- Texture Detail, World Detail and Character Detail. First, texture detail controls... yes, the detail of the textures in the game. World detail controls general level detail and particle effects and finally character detail will effect player models and weapons Increasing it will add subtle areas of detail... for example, trees in the background of Antalus. You'll gain at least 5-10fps by keeping this setting on medium. Finally there's physics detail, which controls the detail in the game's Karma physics system. I'd recommend keeping this on 'low' to improve performance on low-end machines, 'medium' on 1GHz+ machines, and if you own a 1.8GHz or faster machine, try 'high' to enjoy everything that UT2003's physics system has to offer. Here's a quick quick guide on what's enabled at the three different settings.
    Low: Ragdoll effects only.

    Medium: Ragdoll effects and water ripples.

    High: Full karma effects, including dynamic particles.
    There's no reason why anyone running a 700MHz machine with a GeForce2 or GeForce DDR-based card or faster shouldn't be able to start off their UT2003 tweaking efforts with these three settings at 'medium'. If you have a slower card (such as a GeForce2 MX or original non-DDR GeForce card), you might want to try using 'low' in a few of these settings, but never use 'lower' or 'lowest' -- you won't notice an increase in frame rate, in fact, it may even drop. Believe it or not, these settings don't have a huge impact on performance compared to other settings. If you have a GeForce3 Ti500 or higher card, set texture detail to 'high' to start off with, and increase this later if you like. In a firefight, there's really not much difference at all between 'high' and 'highest'.

    Here's a quick rundown of the other options in the 'details' section.
    Character Shadows: If you have a high-end machine (1.5GHz or higher with a high-end GeForce3 or higher), you might want to try enabling this effect, which gives player models shadows. Not recommended for slower machines.


    Dynamic Lightning: Gun flashes, light given off by an exploding rocket -- they're all forms of dynamic lightning. If you're using a particularly slow system (under 700MHz with a low-end GeForce2), you'll want to leave this disabled to improve performance. Otherwise, leave it enabled.


    Detail Textures: Think of this as a 'boost' to UT2003's texture detail. If you've cranked up Texture Detail as high as it'll go and want more, enable this. We really don't recommend this on anything but high-end machines (1.5GHz+) with a GeForce4-level graphics card.


    Projectors/Decals: Enables decals (marks on walls) and other projected effects such as the glowing mark the shock rifle's primary fire leaves on walls and shadows cast by trees in DM-Antalus. Disabling Projectors will disable Decals too, but you should disable this option if you're running the game on a slow system and need the extra fps.


    Coronas: Enables coronas, which aren't too much of a speed drain, so leave them enabled.


    Decal Stay: Choose the length of time that in-game decals (marks on walls) stay for. The longer they stay, the greater the potential slowdown.


    Trilinear Filtering: Enables trilinear filtering, which doesn't make a great deal of noticeable difference. Disable it if you're looking to improve your frame rate.


    Foliage: Enables in-game foliage (grass, etc.). Most of the time you'll want to keep this enabled, however if you're running a sub-1GHz machine with a GeForce2 level card, you might want to try disabling this to gain a few more fps.

    Next, we tweak some additional settings through the UT2003.ini file.
    Now that we've done all we can through UT2003's menu system, it's time to get our hands dirty. Open up the file UT2003.ini in your UT2003/System directory. Remember that if you screw up your UT2003.ini, just delete it and UT will generate a new one for you when you start the game up again.

    If you're using Direct3D (the default for Windows), search for...
    [D3DDrv.D3DRenderDevice]
    If you're using OpenGL (the default for Linux), search for...
    [OpenGLDrv.OpenGLRenderDevice]

    And the result -- DM-Antalus, high detail, high frame rate!
    You'll see a bunch of options underneath the text, most set to either True or False. Most of these options can be edited through UT2003's menu system, however there are a few that can only be edited through the UT2003.ini file. To enable an option, set it to True, or set it to False to disable it.
    ReduceMouseLag: Reduces mouse lag in the menus, but also lowers in-game frame rates. Disable it.


    UseHardwareTL: Unless you have a pre-GeForce card that doesn't support Hardware Transform & Lighting, this option should be enabled.


    UseHardwareVS: Enables Hardware Vertex Shaders. This option should only be enabled on GeForce3 or above cards.


    UseTripleBuffering: According to TechSpot.com this option 'allocates a third frame buffer, which can improve performance by allowing the graphics card to render at the same time that the 3D application performs other tasks'. Put simply, enable this if you have 32 or more Mb of video RAM for a performance increase of up to 10/15fps.


    UseCubemaps: Enables Cube Maps, which improves the appearance of water in UT2003. Disabling it will bring a marginal increase in performance, but also cause the game to use less complex forms of reflection for in-game water.


    Use16BitTextures: If you're running UT2003 in 16-bit mode, you might as well go all the way and enable this option too. It forces the game to use 16-bit textures, rather than the default 32-bit ones. If you're running UT2003 in 16-bit color mode anyway, the only difference you'll notice will be a slight increase in framerate.


    UseCompressedLightmaps: If you have 128Mb of video RAM, set this to False to decrease loading times. If not, you'd best leave this option enabled.


    DesiredRefreshRate: Sets your desired in-game refresh rate (in Hz), which will also be your maximum frame rate if you have UseVSync enabled. You should crank this up as far as your monitor will allow (usually 75 or 85 for higher resolutions, but UT will default to 60Hz if you set an invalid DesiredRefreshRate). To see which refresh rates your monitor supports, visit the manufacturer's website.


    UseVSync: The main downside to this option is that it caps your maximum frame rate as your refresh rate (set in the 'DesiredRefreshRate' option), however unless you're benchmarking, it shouldn't make a great deal of difference (there's no noticable difference between anything over 60fps, really). In fact, enabling both Triple Buffering and VSync has been known to increase frame rates.
    To track your frame rate in-game in UT2003, type 'stat fps' at the console.

    Hopefully with these tweaks you'll be able to squeeze a few more frames out of UT2003, even on the humblest of systems. If you have any questions, or additions you'd like to make to this guide, just click the comments link below!

  4. #4
    Join Date
    Mar 2002
    Location
    England
    Posts
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    Speech Binding


    Instructions:
    You must be comfortable with making changes to your User.ini file. This is not an ini tutorial.
    Choose a speech taunt you would like to bind to a key.
    Choose a key to bind that speech taunt.
    Copy the code I have in the table below that corresponds with the speech taunt you want.
    Paste into your User.ini file next to the key you have chosen with an equals sign in front of it.
    Example:

    A=speech friendlyfire 1

    If those instructions make no sense to you then you should not be making changes to your .ini files. A lot of other people have done some hard work making WebPages about editing your ini files, so go do a Google search.

    Taunt Code Taught Saying
    =Speech Ack 0 "Affirmative"
    =Speech Ack 1 "Got It"
    =Speech Ack 2 "I'm On It"
    =Speech Ack 3 "Roger"

    =Speech Friendlyfire 0 "I'm On Your Team!"
    =Speech Friendlyfire 1 "I'm On Your Team, Idiot!"
    =Speech Friendlyfire 2 "Same Team!"
    =Speech FriendlyfireAbbrev 1 "Your Team, Idiot!"

    =Speech Taunt 0 "And Stay Down"
    =Speech Taunt 1 "Anyone Else Want Some?"
    =Speech Taunt 2 "Boom!"
    =Speech Taunt 3 "BURN Baby"
    =Speech Taunt 4 "Die Bitch"
    =Speech Taunt 5 "Eat THAT"
    =Speech Taunt 6 "You Fight Like Nali"
    =Speech Taunt 7 "Is That Your Best?"
    =Speech Taunt 8 "Kiss My Ass"
    =Speech Taunt 9 "Loser"
    =Speech Taunt 10 "MY House"
    =Speech Taunt 11 "Next!"
    =Speech Taunt 12 "Oh YEAH!"
    =Speech Taunt 13 "Ownage"
    =Speech Taunt 14 "Seeya"
    =Speech Taunt 15 "That HAD To Hurt"
    =Speech Taunt 16 "Useless"
    =Speech Taunt 17 "You Play Like A Girl"
    =Speech Taunt 18 "You Be Dead"
    =Speech Taunt 19 "You Like That?"
    =Speech Taunt 20 "You Whore"
    =Speech Taunt 21 "Life Is Pain, Get Over It"
    =Speech Taunt 22 "Right Between The Eyes"
    =Speech Taunt 23 "Tag 'Em And Bag 'Em"
    =Speech Taunt 24 "That Was Nasty"
    =Speech Taunt 25 "You Bleed Better Then You Shoot"
    =Speech Taunt 26 "You Suck"

    =Speech Order 0 "Defend The Base"
    =Speech Order 1 "Hold This Position"
    =Speech Order 2 "Assault The Base"
    =Speech Order 3 "Cover Me"
    =Speech Order 4 "Search And Destroy"
    =Speech Order 10 "Take Their Flag"
    =Speech Order 11 "Defend The Flag"
    =Speech OrderAbbrev 0 "Defend"
    =Speech OrderAbbrev 1 "Attack"

    =Speech Other 0 "Base Is Undefended!"
    =Speech Other 1 "Somebody Get Our Flag Back!"
    =Speech Other 2 "I've Got The Flag"
    =Speech Other 3 "I've Got Your Back"
    =Speech Other 4 "I'm Hit!"
    =Speech Other 5 "Man Down!"
    =Speech Other 6 "I'm All Alone Here"
    =Speech Other 7 "Negative!"
    =Speech Other 8 "I've Got Our Flag"
    =Speech Other 9 "I'm In Position %l"
    =Speech Other 10 "I'm Going In!"
    =Speech Other 11 "Area Is Secure"
    =Speech Other 12 "Enemy Flag Carrier Is %l"
    =Speech Other 13 "I Need Some Backup"
    =Speech Other 14 "Incoming!"
    =Speech Other 15 "Enemy Ball Carrier Is %l"
    =Speech Other 16 "Alpha Secure!"
    =Speech Other 17 "Bravo Secure!"
    =Speech Other 18 "Attack Alpha"
    =Speech Other 19 "Attack Bravo"
    =Speech Other 20 "The Base Is Under Attack %l"
    =Speech Other 21 "We're Being Overrun %l!"
    =Speech Other 22 "Under Heavy Attack %l"
    =Speech Other 23 "Defend Point Alpha"
    =Speech Other 24 "Defend Point Bravo"
    =Speech Other 25 "Get The Ball"
    =Speech Other 26 "I'm On Defense"
    =Speech Other 27 "I'm On Offense"
    =Speech Other 28 "Take Point Alpha"
    =Speech Other 29 "Take Point Bravo"
    =Speech Other 30 "Medic"
    =Speech Other 31 "Nice"
    =Speech Other 32 "I Can't Feel My Legs"
    =Speech Other 33 "Nice Shot"
    =Speech OtherAbbrev 1 "Get Our flag!"
    =Speech OtherAbbrev 2 "Got The Flag"
    =Speech OtherAbbrev 3 "Got Your Back"
    =Speech OtherAbbrev 6 "All Alone!"
    =Speech OtherAbbrev 8 "Got Our Flag"
    =Speech OtherAbbrev 9 "In Position"
    =Speech OtherAbbrev 12 "Enemy Flag Carrier Here"
    =Speech OtherAbbrev 15 "Enemy Ball Carrier Here"

  5. #5
    Join Date
    Mar 2002
    Location
    England
    Posts
    562
    is this usefull to anybody If it is I might update it bt I really dont want to waste my time

  6. #6
    Join Date
    Nov 2002
    Posts
    10
    yes, keep 'em coming

  7. #7
    Join Date
    Mar 2002
    Location
    Florida, US
    Posts
    256
    Here's something you might want to append to your Assault Rifle info that a friend and I figured out a while back.. The primary fire is more accurate if you fire in short bursts. If you just hold down the fire button, after about a half second, the accuracy drops big time and you're basically just wasting ammo.
    Dan

  8. #8
    Join Date
    Sep 2002
    Location
    Ventura, California, USA
    Posts
    976

    Cool Telefrag

    Telefragging is also fun. Throw your Translocator at an opponents feet and alt-fire to their location. Makes gore outa your foe faster than you can say "insta-gib".

  9. #9
    Join Date
    Jan 2003
    Posts
    1
    well, i think this is one of the best feauture in ut2003.
    it`s really hard to get it.
    it`s the boost jump:
    run @ an angle of 45 degrees into a wall and when you hit the wall, jump + press dodge (like the walljump) and do the same right after that 2 times again.<- you must be very fast.
    it`s really hard to get the right timing for that jump.
    but if you have it you will never play without it.

  10. #10
    Join Date
    Mar 2002
    Location
    England
    Posts
    562
    thought id add this since its gone from the forum already.

    Summoning the Bulldog (the jeep)




    Go into ghost mode, type in the consloe

    SV_cheats 1

    then type Ghost

    fly high up into the level, and use summon vehicles.bulldog , let it drop down, get onto the ground, go into normal walk mode, press the U button, and voila...you have a drivable Bulldog.

    To go out of ghost type walk in the console.

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