Rhino wrote: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.
I know you all can break the bayonet code and get us it within 10 years or less. Like for example, work arounds. The medic slinging his rifle across chest to drag. Never had it before, you all put that there looks cool. Would like that for using anything else in the kit for the rifle to sling if the animation could be applied.
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.