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Old December 15th, 2007   #11
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Default Re: Bayonets

Quote:
Originally Posted by rattovolante View Post
Just out of curiosity, what's exactly the engine limitation preventing coding a rifle to both stab and fire with the same handweapon/equipment slot?

Since I tested the mod I've been thinking how/if this could be done, I sort of got stuck with the idea. So, rather than starting from scratch I thought to simply ask you, hoping it's not a trade secret
In XWW2's BF1942 game, when you opted for bayonet, left mouse was "fire" and right mouse was bayonet thrust (IIRC).

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Old December 15th, 2007   #12
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Default Re: Bayonets

That's also how the bayonets worked in the Road to Rome expansion of Bf42 (don't ask how I remember that, nobody ever played it or Secret Weapons)

On a different note, and since this is a thread about bayonets, can we get a better animation than this wussy little poke we have now? The guy looks like he's anemic when he does it

And in terms of alt fire, could you do a slashing motion for the bayonet as well? That would be sick...

If con is the opposite of pro, then isn't Congress the opposite of progress? Or did I just blow your mind?
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Old December 16th, 2007   #13
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Default Re: Bayonets

If I'm right, even in FHSW you could use the bayonet and fire with rifle at the same time: fire 1 remains shoot, and alt. fire is stabbing.
In FH2 you need ironsights to make a better shoot (I have crosshairs 100% transparent), but I think that even shooting without it, in close combact, is possible: you aim in front of you, as many players surely are already doing.
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Old December 16th, 2007   #14
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Default Re: Bayonets

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Originally Posted by Natty Wallo View Post
Rattovolante, its official; you're bayonets in FHTMOD is the best, and its a shame it cant be transfered to FH2, thanks to dice for that I guess
You know, they're far from being "mine" or anyone else's except DICE's.
I actually imported them from BF1918, which imported them from... somewhere else, then FHSW imported them from FHT, then I imported the cool new versions from FHSW again...

Now, my idea is: is it possible to give the bayonet just a collision mesh and a deadly material, instead of a true projectile?
of course there would be some problems:
- the engine probably won't award you the kill
- you could kill people just by touching them with the bayonet instead of having to actually stab at them
but it could be a starting point anyway, I have some ideas on how to overcome these 2 limits anyway (but it's no use to explain them now if a collisionmesh can't be used)

Last edited by rattovolante; December 16th, 2007 at 03:01 AM.
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Old December 16th, 2007   #15
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Default Re: Bayonets

No in FHTMOD I consider them yours, without you the No.I MKIII and all the other rifles wouldnt have that amazing bayo, dont be so modest Rat

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Old December 16th, 2007   #16
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Default Re: Bayonets

If you can't make two different projectiles come from the same gun, and the bayonet counts as a gun, then just have it be the knife instead of the bayonet. The whole fixing bayonet animation takes so long as to make the weapon impractical. You'd be better off with a knife or a spade.
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Old December 16th, 2007   #17
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Default Re: Bayonets

Your better of with a knife? I disagree, you fix a bayonet when you go for a charge on a position and expect to get close up and personal. You do not fix a bayonet in the middle of a gunfight.



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Old December 16th, 2007   #18
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Default Re: Bayonets

I'm talking about in-game there, chief. Yes, in real life you fix a bayonet, but that's because in real life you can shoot your gun while the thing is fixed, unlike in this game where you are basically equipping a non-firing spear when you switch to the bayonet. I'm not even sure the bayonet has more reach than the knife. It may do more damage, but aside from that, it's still impractical to use. Just give players a knife or spade.

If I'm out of bullets and I'm up close and personal with someone, I'm more likely to switch to my pistol or knife (if I don't have a pistol), for a faster kill. I don't have time to run through a lengthy "Fix bayonets" animation to stab the guy, only to have to unfix the bayonet when I want to go back to shooting. My choice should not be "spear" or "rifle". It should be "rifle" or "knife" if the engine simply can't support a "rifle + bayonet". Right now, all the bayonet is is a (probably) more damaging slower animating knife. I'd rather have the speed than the damage because by the point where it becomes useful, I'll be counting on speed to let me kill the guy before he can chamber another round.
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Old December 16th, 2007   #19
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Default Re: Bayonets

Quote:
Originally Posted by rattovolante View Post
Now, my idea is: is it possible to give the bayonet just a collision mesh and a deadly material, instead of a true projectile?
of course there would be some problems:
- the engine probably won't award you the kill
- you could kill people just by touching them with the bayonet instead of having to actually stab at them
but it could be a starting point anyway, I have some ideas on how to overcome these 2 limits anyway (but it's no use to explain them now if a collisionmesh can't be used)
That actually sounds like it might work. Dev's response?

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Last edited by foodmaniac2003; December 16th, 2007 at 02:09 PM.
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Old December 20th, 2007   #20
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Default Re: Bayonets

I just want the bayonet already attached. I can still switch from bayonet to gun with the switch weapon function. Just one stabs and one shoots. I don't ever want to fix bayonet in the middle of an all out battle. It would already be fixed.

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