Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New (mini)-feature: Bayonets
New (mini)-feature: Bayonets[message #318752] Sun, 05 May 2013 23:18 Go to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Bayonets
As I feel we have way too much advanced stuff in many mods, I coded something for the oldtimers :professor: :

One can now attach knives to guns. Technically we already could do that, but there was no point - until know. I added a new firemode to guns - BAYONET - that allows to attack with the knife attached to a gun.

http://i39.tinypic.com/5vudj6.jpg
Raven goes WW1 on some poor conscript.

http://i40.tinypic.com/smpp2c.jpg
Bayonets can be used together with underbarrel guns or grenade launchers.

A few pros and cons of bayonets:
  • always loaded
  • no need to waste APs by switching to a knife or sidearm from your inventory
  • as rifles are long, stabbing a prone soldier with a fixed bayonet while standing does not require you to go prone, thereby saving APs again.
  • an attached knife makes for slightly worse aiming and weapon handling
  • I used the 'barrel' slot for bayonets, but a modder can use any slot he wants.
Simply cycle to the new firemode via 'b', you can then use the gun as you'd use any knife.

Obviously this will look a bit weird, as there are no bayonets animations ingame (there was no need until know)... I hope our animators feel motivated by this :venus:

This is in the trunk as of r6065, fitted attachment data in GameDir r1670 (I allowed the combat knife and KCB knife on most rifles an ARs).

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