2022-07-11, 15:52 | #1 |
Chilean Forces 1978 Faction Lead
Join Date: Nov 2017
Posts: 188
Chile
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Bayonets?
Both factions during the war had Bayonets on their FALs and one of the last bayonet charges in history (so far) was made during the falklands on Mt. Tumbledown. is there any plans on implementing a mounted bayonet for the FALs? using the M9 knife always kinda took me a bit out of the experience when everyone is carrying battlerifles that have quite the reach if they had mounted bayonets
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2022-07-11, 22:13 | #2 |
Retired PR Developer
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Re: Bayonets?
Bayonets haven't been a priority since they take a lot of work for little gain, mainly with the extra animation work required and in r/l, most rifles can be fired with a bayonet fixed however ingame, this isn't possible so a knife is pretty much just the same thing. If anyone wanted to put the effort into making proper FN FAL bayonets (IIRC the L1A1 and FM FAL have different bayonets also?) and doing the animation work behind them etc, then we would love to put them ingame, just not worth the effort when there are bigger fish to fry.
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2022-07-12, 22:54 | #3 | |
Join Date: Dec 2018
Posts: 471
Ireland
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Re: Bayonets?
Quote:
Now conceptually for bayonets example, say if for the bayonet fixed you added a forward firing animation activated by the middle/right mouse button. At first the animation does nothing, but could it be made to fire bullets out of the mag, let it be reloadable then still function with the bayonet thrust? Under the function of 1 weapon slot key? Connect it to 1 and 3? Can't really say how you will work your magic in the end as I don't know the coding situation, but you will get there as a team. Like I seen Free Fall Gaming make a good invisible fast rope, a few fixes to get everyone on a single rope you can actually see that collides with every object like the normal rope. | |
2022-08-05, 01:15 | #4 |
PR:BF2 Developer
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Re: Bayonets?
I would love to successfully try getting bayonet charging up done with right mouse button.
Would need to try it out. Rambling: Engine has the Single Fire Component which shoots the invisible projectile, while a Thrown Fire Component throws an explosive like a grenade or other timed/triggered explosive. For this to work, a separate weapon, animation file would need to be made for each bayonet type and then the weapon added to the main bayonet. This idea will only work with a Thrown Fire Component using invisible projectile but I need to test it out in COOP to see if it damages a bot, then if successful - splice up the bayonet animation and then test it out. Timing would need to be figured out. |
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2022-08-07, 10:52 | #5 |
Join Date: Apr 2022
Posts: 32
Indonesia
Location: Tana Toraja, South Sulawesi.
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Re: Bayonets?
would like to see British INF charging me out of no where if this was added lol
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2022-08-23, 19:48 | #6 |
Chilean Forces 1978 Faction Lead
Join Date: Nov 2017
Posts: 188
Chile
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Re: Bayonets?
I just really like bayonets
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