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Author Topic: Close combat and strike gun  (Read 1864 times)

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Offline Fragorl

  • Coding Team
  • Former Staff
  • ****
Re:Close combat and strike gun
« Reply #15 on: 10 May 2005, 00:31:47 »
Well that's VERY interesting, General B!

I've got two quite conflicting points of view out of the two pages linked to in this thread:

From bdfy's topic:

Woofer
Quote
Quote from: bdfy on January 11, 2005, 09:11:39 PM
swift88
" IMHO _all_ should be free for home use at least;) I respect your work,guys and believe that missions with your mod would much more amazing if all units have bayonets;)
Thus I propose yoг to make a small tute "How to add bayonets to other/original units. Something like with JAM magazines.
All your scripts and anims are available, I'm just not so keen on OFP editing:( "

First off, creating the mods website and hosting this very forum (that you are saying intellectual property should be free on) costs money - I know because I chipped in last year. The time spent working on these mods isn't cheap either - How much is your spare time worth? The only thing that is free is the released pack.

Some very clever people sweat blood and tears to get this pack working and you don't think you should have to ask for their blessing to use a part?

The scripting language is available - you want bayonets, go and write it yourself.

Tim (UKF team)
Quote
At the end of the day, the decision does not lie with me, however I think that the Liberation 1945 team ought to create their own scripts (as you said) and go ahead from there.

From OFP Taiwan Workshop's bayonets thread:

Tankieboy (UKF team)
Quote
Mmmmm bayonets in OFP. Thats an idea.

SomeBloke
Quote
"if it aint broke, don't fix it". PUKF bayonet works perfectly well. Why are you trying to create a similar experience when it has basically already been done?

I think that the two opinions are quite contradictory. If UKF aren't happy with their bayonets being used outside of their mod, then they should be agreeable, supportive in fact, of other people's efforts to remake (or in this case even improve on) the whole bayonet idea.

The reasons that Gen B gave completely decide the matter for me. The OTW bayonets sound much better.
« Last Edit: 10 May 2005, 00:33:08 by Fragorl »

ProfTournesol

  • Guest
Re:Close combat and strike gun
« Reply #16 on: 11 May 2005, 23:30:10 »
Hi guys,

i'm the one working to implement bayonet in cw mod.

There is no difficulty into implementing a working melee attack (bayonet or strokegun or anything else).

The weapon must have two muzzles : one with classical ammo magazine, and the other with strokegun one.

Quote
class yourweapon: riffle
{
   muzzles[]={"classicalmuzzle","strokegunmuzzle"};

   class classicalmuzzle: weaponmag
   {
      magazines[]={"weaponmag","strokegun modified"};
      ammo="whatyouwant";
   };

   class strokegunmuzzle: weaponmag
   {
      magazines[]={"strokegun modified"};
      ammo="bayonetAmmo (like "strokegunhit")"
   };

};

The AI (even with ammo left) will chose between the two muzzles depending of the efficiency of it at given distance. A few things must be known about :

Ammo : the ammo of the strokegun mag is called strokegunhit. The strokeguhit ammo must be modified to be more effective at short range than the classical ammo of the gun (through "hit" and through "min/med/maxRangeProbab" for each range.)

The mag for strokegunhit (ie "strokegun") : the ofp one has a very low priority (primary=false), so just write primary=10. An other strange thing i learnt is that the initspeed must'nt be set to 0 (as ofp one). So i set "initSpeed=300" and it works.

Finally, if you wanna see bayonet appearing when soldiers choses close combat muzzle, just write in the config of the strokegun mag :modelSpecial="name of the p3d of the gun with bayonet". I don't like that (not realistic), but Taiwan Workshop did it.

Finally, I think modern weapons are very efficient, even at short range (even wwii ones), so maybe by doing this, AI will still prefer shooting than close combat. It works well with civil war guns, because efficiency of riffles at short range was not that good (and soldiers were stressed with reloading their gun in front of enemies). So maybe with modern weapons, a scripted attack (and laggy one through nearestobject command) is more effective. But anyone can chose how he wants to mod.