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bmgarcangel

Bayonet animation on a rifle

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Yea leave'em. Just ask for a little progress update. Maybe they answer it if they find the time.

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well.. all I'm going to say is that we're still working on the pack and we're still totaly awsome.. ;)

Cheers

Joe

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Personally, I think we've kept you in suspense for too long and you're going to end up being disappointed.  You've been waiting so long, this addon really needs to blow you away and do lots of things never seen in flashpoint before.  Sure, we've got bayonets...they're a novelty.  We've got one-shot, disposable LAWs...they caused us problems for a long time.  But that stuff won't be enough to justify how long we've kept you waiting.  I sorted out a couple script errors that were holding back release last night, then Jonno uncovered yet another one.  But he says that if he can get ahold of Vade to finalise the infantry pack, and I am unable to fix this new problem, then he can live with it and will go ahead and release regardless.  I'm sorry it's taken so long, and I hope you're not too disappointed when we finally give it to you.  The infantry pack is good, no doubt about it, and the weapons are second to none...but is it worth this wait?

As I'm sure you're tired of hearing...it'll be here soon.  God willing (and Jonno willing), it will be released in a matter of days.

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Well, as I said: good british troops are something we have never seen in Flashpoint before! wink_o.gif

I'm glad it's going to be released as you say in a few days.

Thanks a lot for the update.

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hey, im desperate for new units, and i NEED friggin bayonets, so yes, i will be happy, even if they are untextured tounge_o.gifwink_o.gif

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I think I have said this before and I didnt read this whole section.

I've considered swords and knives and bayonet is along the same idea....

Make the weapon,when you fire it does the damage and use the reload animation for the swing,make it happen fast and it will happen at the same time and look real.No scripting involved

Bayonet animation is same idea,it basically would be a ammo for the rifle

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The idea was to make a system which needed minimal user input once the bayonet was fitted.  Ie. no action menu commands, no weapon fire mode selection...you just have to run into the enemy and the script does all the work.  We didn't want the user to have to select something specifically in order to stab with the bayonet, because we figured in the matter of seconds you have to react when presented with an enemy in close quarters and no rounds in your magazine, most players would just hit the reload button and hope it happened quick enough, rather than flicking through fire modes or scrolling down options to find the right one.  Another problem with using a weapon and ammunition type is that you'd have another fire mode to flick through just to change to grenades...with the tiny amount you'll use your bayonet, it would be more of a hinderance to have it there in that format.

Also, we wanted a version that could be used by the computer...a short range ammunition type wouldn't work, and would probably see computer controlled soldiers stabbing mindlessly at the air in front of them, when presented with enemy forces 50m to their front.

Anyway, the addon has been released now, so why don't you head on over to the UKF website and pick it up?  Then you can appraise the bayonets and eveything else yourself!

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congratz with the release, downloading now!  biggrin_o.gif

EDIT: how can i the AI fix there bayonets automaticly.... rock.gif

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You mean when they run out of ammo? There's nothing built into the script to do that anymore. You'll have to tell them to fix bayonets. It was removed because it was causing problems (the JAM mags ammo count can't be queried properly) we figured the chances of an AI soldier expending all his ammunition in one mission was so remote, it wasn't worth worrying about.

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You mean when they run out of ammo?  There's nothing built into the script to do that anymore.  You'll have to tell them to fix bayonets.  It was removed because it was causing problems (the JAM mags ammo count can't be queried properly) we figured the chances of an AI soldier expending all his ammunition in one mission was so remote, it wasn't worth worrying about.

i mean in the editor, so that units who are not in my squad still use them? rock.gif

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Well that's an interesting question...well let's see...try entering the following line of code into a unit's init field:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[This] Exec "\UKF_Infantry\Scripts\FixBayonet\FixCommand.sqs"

That should cause every soldier in that unit's group to attach his bayonet as soon as the game starts. If you want them fixed immediately from the start, just remove the soldier's 'UKF_SA80' and replace it with a 'UKF_SA80_B'. The script should automatically pick up the abnormality and take appropriate action.

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well, it said that the script couldnt be found, but the weapon replacethingy worked! thanks! biggrin_o.gifbiggrin_o.gif

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Damnit...goddamn mong-child. I gave you the wrong path. I think it's in 'ukf_ukweps' instead...it's hard to remember, and now the .pbos are encoded, it's not like I can get in them to find the right path either.

Try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[This] Exec "\ukf_ukweps\Scripts\FixBayonet\FixCommand.sqs"

I'll ask Jonno to link me to a decrypted version.

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Guest

Sorry: is there already a thread in the addons complete section?

I don't want to look for it now as the download just finished wink_o.gif

THANKS A LOT P UKF!!

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Alrighty now, Junno, so can you help us out with gettin bayonet systems to work?

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Damnit...goddamn mong-child.  I gave you the wrong path.  I think it's in 'ukf_ukweps' instead...it's hard to remember, and now the .pbos are encoded, it's not like I can get in them to find the right path either.

Try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[This] Exec "\ukf_ukweps\Scripts\FixBayonet\FixCommand.sqs"

I'll ask Jonno to link me to a decrypted version.

yea, well, AFAIsee it works, but anyways, i hate it that all those PBOs are encrypted, now i cant look @ the scripts wich u used for the bayonets tounge_o.gif

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LOL

We're using the same system.....Junno told me to email him when they release the bayonets, so I need to do that soon. He said once they do that, they can help us out with getting bayonets for Sten mkV, garands, carbines, sks, and other weapons.

~Bmgarcangel

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Don't worry, I'm sure we'll share the info with you guys as soon as we have the time, you can probably have the animation aswell. wink_o.giftounge_o.gif

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we have a bug with the AI law unit attaching the bayonet, so we will get the 1.1 release out before anything else, and who is Junno?

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LOL

Hey Jonno, sorry, just haven't heard you name in a long time my friend biggrin_o.gif

I think this will be tight. Able to have the bayonets on the Sten Mk V SMG, Owen Mk I SMG, Garand, carbine, SKS and MORE!!

perhaps we can work together in creating another thing that we need. Swords, shovels, pitch forks...things the Chinese used when they first attacked!!

~Bmgarcangel

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