Master Unreal Tournament weapon binds for optimal combat. Learn about weapon toggling, best weapon selection, throwing items, weapon handedness, and advanced jump techniques like hammer-jumps and ripper-jumps.
This section details advanced weapon binding techniques in Unreal Tournament, focusing on creating efficient keybinds for combat and movement. It covers weapon toggling, automatic weapon selection, item throwing, HUD weapon positioning, and specialized jump maneuvers.
Weapon Toggling Binds:
These binds allow you to quickly switch between two complementary weapons. The order in the bind determines priority. For example, binding getweapon minigun2 | getweapon sniper rifle allows switching between the Minigun and Sniper Rifle. A common strategy is to pair weapons that work well together, like the Sniper Rifle for a body shot followed by the Minigun for the remaining health.
Advanced Toggling with 'onrelease':
To circumvent a bug where the bind might not select the first weapon if you already have it, the onrelease command can be used. This ensures the weapon is selected upon releasing the key, giving priority to the second weapon in the list if the first is unavailable. For example, [key]=onrelease getweapon minigun2 | getweapon pulsegun favors the Minigun but will select the Pulsegun if the Minigun is not held.
Dedicated Weapon Binds:
Certain weapons are best bound to their own keys due to their unique functions or strategic importance. These include:
- Ripper Rifle:
[key]=getweapon ripper - Impact Hammer:
[key]=getweapon impacthammer - Translocator:
[key]=getweapon translocator - Redeemer:
[key]=getweapon warheadlauncher
Best Weapon Bind:
The switchtobestweapon command automatically selects the weapon highest in your Options > Weapons list among those you currently hold. This is useful for quickly accessing your most preferred weapon.
Throw Weapon Bind:
The ThrowWeapon command allows you to drop weapons or armor, useful for teammates or ammo stockpiling. To avoid immediately picking up the dropped item, you can combine it with movement commands like jump or MoveBackward using onrelease, e.g., [key]=jump | onrelease ThrowWeapon.
Weapon Handedness Binds:
These binds let you change the position of your weapon on the HUD (Left, Center, Right, or Hidden). This can have a minor impact on aim. The 'Always Center Crosshair' option in Options > Preferences > HUD can negate this aim adjustment. Example binds:
- Left Hand:
Aliases[##]=(Command="sethand Left",Alias=lefted), then[key]=lefted - Center Hand:
Aliases[##]=(Command="sethand Center",Alias=centred), then[key]=centred - Right Hand:
Aliases[##]=(Command="sethand Right",Alias=righted), then[key]=righted - Hidden:
Aliases[##]=(Command="sethand Hidden",Alias=hide), then[key]=hide
Hammer-Jump Bind:
This bind automates successful hammer-jumps. Hold the key to charge the Impact Hammer, then release it while touching a wall or floor. This allows for greatly increased jump height or distance, especially when combined with jump boots.
Aliases[##]=(Command="onrelease jump",Alias=hammerjump), then [key]=getweapon Impacthammer | hammerjump | fire
Ripper-Jump Bind:
A less damaging alternative to the hammer-jump, the ripper-jump uses the Ripper weapon's secondary fire. It provides moderate height and distance gains with less health loss than a full hammer-jump, useful when a standard hammer-jump is too costly or impossible.
Aliases[##]=(Command="getweapon ripper | OnRelease jump | OnRelease AltFire",Alias=Ripperjump), then [key]=ripperjump
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