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-   -   Bayonets (http://forums.filefront.com/fh2-suggestions/341900-bayonets.html)

rattovolante December 15th, 2007 05:28 AM

Bayonets
 
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 ;)

Kradovech December 15th, 2007 06:27 AM

Re: Bayonets
 
Well, I had some possible solutions for this: http://forums.filefront.com/fh2-sugg...g-bayonet.html
(number 3 would be the best solution if possible)

I have to say its not that big of an issue in FH2, bayonets are indeed very deadly already. Still, I'd prefer if you could fire while having the bayonet attached.

Meadow December 15th, 2007 07:06 AM

Re: Bayonets
 
I don't mind it as much as I thought it would. I like the feeling of crouching, fixing bayonet and charging my foe.

Anlushac11 December 15th, 2007 10:43 AM

Re: Bayonets
 
Im thinking the limitation is because what you see is attaching a bayonet to the rifle but what the game engine is doing is switching from the gun to the knife.

Yossarian December 15th, 2007 10:44 AM

Re: Bayonets
 
you can't have two projectiles come out of one gun IIRC

Negative_Euphoria December 15th, 2007 02:53 PM

Re: Bayonets
 
I've noticed that you can make the MG-34 switch between full auto and single shot buy selecting it. Given this, there may be a clever way to make it fire with the bayonet. Also in Battlefield Vietnam, the you switch between the C-4 and detonator by clicking right mouse so it may or may not be possible with some out of the box thinking.

I am not really sure it it matters all that much though because it isn't hard to switch.

wjlaslo December 15th, 2007 03:48 PM

Re: Bayonets
 
Quote:

Originally Posted by Negative_Euphoria (Post 4094487)
I've noticed that you can make the MG-34 switch between full auto and single shot buy selecting it. Given this, there may be a clever way to make it fire with the bayonet. Also in Battlefield Vietnam, the you switch between the C-4 and detonator by clicking right mouse so it may or may not be possible with some out of the box thinking.

I am not really sure it it matters all that much though because it isn't hard to switch.

My thoughts too. Would it be possible to, instead of changing between semi- and full-auto, show an animation of putting the bayonet on and use secondary fire as stab?

McGibs December 15th, 2007 04:48 PM

Re: Bayonets
 
Its still 2 different projectiles.

It cant be done in BF2.

Sgt.NightFire December 15th, 2007 06:59 PM

Re: Bayonets
 
than how about just simply when you select the bayonet you get the rifle with the bayonet already attached.I think thats done in another mod before,and i am a Red Orchestra vet so i am used to attaching the bayonet and going to war...

Natty Wallo December 15th, 2007 09:33 PM

Re: Bayonets
 
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 :p

jumjum December 15th, 2007 11:12 PM

Re: Bayonets
 
Quote:

Originally Posted by rattovolante (Post 4093347)
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).

Suckyshot December 15th, 2007 11:22 PM

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 =p

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

Kaifa December 16th, 2007 02:43 AM

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.

rattovolante December 16th, 2007 02:55 AM

Re: Bayonets
 
Quote:

Originally Posted by Natty Wallo (Post 4095183)
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 :p

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)

Natty Wallo December 16th, 2007 06:21 AM

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 :p

Solo4114 December 16th, 2007 06:53 AM

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.

Eglaerinion December 16th, 2007 07:13 AM

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.

Solo4114 December 16th, 2007 09:56 AM

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.

foodmaniac2003 December 16th, 2007 01:58 PM

Re: Bayonets
 
Quote:

Originally Posted by rattovolante (Post 4095795)
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?

kilroy0097 December 20th, 2007 06:01 AM

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.

Admiral Donutz December 20th, 2007 02:37 PM

Re: Bayonets
 
Quote:

Originally Posted by kilroy0097 (Post 4105201)
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.

But then you would have people complaining why the rifle has been "nerfed" at longer ranges (little bit more sway) due to the bayonette adding wait and such. That and it would eb plain weird to see all sodliers, always and everywhere run around with attached batonettes. :/ Just don't attached bayonettes 2 seconds before you run into enemy infantery. Either prepare for a bayonette charge or hope you can get it attached if you are suprised in close combat... too bad you can't use the back of your rifle to knock somebody in the face... (engine won't allow it).

Solo4114 December 20th, 2007 02:45 PM

Re: Bayonets
 
Actually, when you guys get around to the Eastern front it wouldn't be all that weird for the Russians. It was standard practice for them to fix bayonets and many of their rifles are sighted with the bayonet attached. Hell, the M44 has a permanently attached bayonet! :)

I doubt people are going to attach the bayonet before going into combat most of the time. They'll just count on hip shots and luck. The bayonet will only be used as a last resort, which means they'll have to survive the 1.5 seconds or so while going through the animation.

It looks cool, yeah, but I think ultimately it's a little impractical.

McGibs December 20th, 2007 04:05 PM

Re: Bayonets
 
Bayonet has longer range and damage then the knife. I think that makes up for the half second deploy time.

And really, if you know what you're doing, the deploy time doesnt make any difference. You put on your bayonet as you close to melee with your target. The deploy time is short then it takes to chamber another round. My standard practice for close range rifle fighting is to fire once from the him, then attach bayonet as I close/doge. When youre right in his face and strafing left and right, its almost impossible for him to score a rifle hit.

As for them not being used ingame, Ive seen people get 5 or more kills in a row with a bayonet while trenchfighting. Ive been one of them.
Honestly, thats probably more use then bayonets were actually used in reality.

Russian and japanese weapons will probably have permanent bayos when we get to them, making a faster switch. But honestly, the deploy time of the bayonet isnt a huge game breaker.

[WOLF]Slyspy December 20th, 2007 05:33 PM

Re: Bayonets
 
Gamebreaker? No.

But it is one of those little niggles that makes you think "why did they do it?" or "why did they put so much work into it and then fluff this one little thing"?

Although the idea is good I'd prefer a system like the the FH minimods in which you lose the ability to zoom (or in FH2, use ironsights) but retain the use of the rifle if you attach the bayonet. This way you retain the ranged fire and lose the accuracy at long range, just like you should. Failing that take it out and replace it with a handweapon which is a little faster on the draw.

Otherwise, as Solo says, the rifleman with a bayonet is merely using a slow spear which makes him even more vulnerable at close quarters.

There is, even so, great satisfaction to be gained in getting a bayonet kill!

Solo4114 December 20th, 2007 05:38 PM

Re: Bayonets
 
No, not a huge game breaker, actually.

hmm....

Here's an idea. Give the assault class a weapon option for knife OR attached bayo. If it's just an extra weapon slot, then this would give the assault class some real versatility. For trench clearing, like you mentioned, the bayo would be useful. For last second "Oh crap!" moments, the knife would come in handy.

Don't get me wrong, I can see the use for it in certain situations, but for those last second "Dammit!! I missed! Quick!! Switch to the...oh no, now I have to watch this again??" moments, the bayo can mean you're screwed. A simple option for knife or bayo would probably solve it.

Archimonde0_0 December 20th, 2007 05:44 PM

Re: Bayonets
 
I wanna see the cool infantry weapons from FH1 like the Entrenching Tool..i loved beating people with that thing :], it would be nice if the entrenching tool could act like the NVA tunnel In Battlefield Vietnam, acting as a spawn Point, especially in the Pacific Theatre.

One Infantry weapon i would REALLY like to see is the Tomahawk, and anyone who thinks they werent used is wrong. In World War Two especially with the Americans in the Pacific theatre Tomahawks were loved by soldiers, not only as a tool but as a quick weapon, and the tool comes Standard today as Modern US Military Equipment. Troops in Vietnam also loved it.

Id also like to see things like Moltov Cocktails and Inventive Infantry Weapons like the Sticky Bomb made from a Tube Sock. Moltov Cocktails were used to destroy russian tanks by Finland on the eastern front, soldiers would toss them in to the rear exhaust port and set the whole engine alight.

Also the ability to use mortar shells as weapons would be nice, banging them against helmets and tossing them, and for Japanese some types of Booby Traps and Suicide Weapons would be awesome.

rattovolante December 21st, 2007 02:42 AM

Re: Bayonets
 
Since the thread is still active... bump!
Could any dev take a look at this suggestion and check if it's possible?
The main question is: "will coding a handheld weapon with a collision mesh crash the game?" - I think that pretty much everything else can be worked around.

[WOLF] Ionizer December 21st, 2007 02:52 AM

Re: Bayonets
 
Quote:

Originally Posted by Archimonde0_0 (Post 4106402)
I wanna see the cool infantry weapons from FH1 like the Entrenching Tool..i loved beating people with that thing :], it would be nice if the entrenching tool could act like the NVA tunnel In Battlefield Vietnam, acting as a spawn Point, especially in the Pacific Theatre.

One Infantry weapon i would REALLY like to see is the Tomahawk, and anyone who thinks they werent used is wrong. In World War Two especially with the Americans in the Pacific theatre Tomahawks were loved by soldiers, not only as a tool but as a quick weapon, and the tool comes Standard today as Modern US Military Equipment. Troops in Vietnam also loved it.

Id also like to see things like Moltov Cocktails and Inventive Infantry Weapons like the Sticky Bomb made from a Tube Sock. Moltov Cocktails were used to destroy russian tanks by Finland on the eastern front, soldiers would toss them in to the rear exhaust port and set the whole engine alight.

Also the ability to use mortar shells as weapons would be nice, banging them against helmets and tossing them, and for Japanese some types of Booby Traps and Suicide Weapons would be awesome.

Are you serious? Get into your flame suit and dive for cover man. Only things I agree with are Molotovs and Shovel. And the Banzai Charge was in FH1, expect it in FH2. Other stuff...Go watch more SPR.

Wasserfaller December 21st, 2007 03:31 AM

Re: Bayonets
 
Quote:

Originally Posted by Archimonde0_0 (Post 4106402)
the Sticky Bomb made from a Tube Sock

Oh dear lord...

Archimonde0_0 December 21st, 2007 03:52 AM

Re: Bayonets
 
I dont really understand why you guys make fun of me for suggesting such weapons.

They Were Real

They Were Used In World War Two

And Soldiers Loved Them

Please dont be mean to me as i was not mean to you.


Oh and I do not need to watch Saving Private Ryan to see the tube sock sticky bomb. There is plenty of Actual World War Two Footage with it in it, As Well as the Tomahawk, and there are PLENTY of Combat footages concerning the use of Mortar shells as infantry weapons, even World War One Combat Footage which is short and sweet shows this. So dont think i got this stuff from SPR cause i didnt. Thanks


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