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"Charge" Bayonet/Knife functionality

Posted: 2013-11-10 21:49
by Bluedrake42
Pretty simple really, in the same way when holding a grenade, you can hold right click to unpin the grenade but wait to throw it... It'd be nice if you could do the same for melee. Left click stabs, but holding right click puts you in a "charge" stance where you "prepare" your knife bayonet, and then when you let go you stab forward.

I think it would add a lot to the melee gameplay without breaking the system we have now.

idk... just an idea.

Pretty much it'd be like a ******* version of PR's melee combined with RO2's melee.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-10 21:59
by Rhino
That's in fact not a bad idea, basically pepping your thrust of the bayonet. Not sure if its possible thou.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 04:08
by Bluedrake42
[R-DEV]Rhino wrote:That's in fact not a bad idea, basically pepping your thrust of the bayonet. Not sure if its possible thou.
I figured if it was possible for grenades it could be used for other weapons.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 05:33
by camo
Could lead to some pretty cool banzai charges.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 09:09
by Heavy Death
Should be possible. If not simpler then it could be done by making the knife a greande projectile with short lifespan and straight trajectory + explode on impact with a minimal radius and whatever damage tis set to. So it only travels that 1 m or so, as bayonets do now. Making the player sprint with the attack prepared though... could be a hard one. Afaik, when you prep the grenade, you can only move rather slowly.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 09:39
by Rhino
Bluedrake42 wrote:I figured if it was possible for grenades it could be used for other weapons.
Ye, although the grenade is a slightly different type of handheld weapon but dunno for sure if it can be applied to a knife weapon.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 11:40
by camo
Heavy Death wrote: Afaik, when you prep the grenade, you can only move rather slowly.
You can sprint with the grenade when cooking it, not sure if it goes further though.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 11:57
by Bluedrake42
camo_jnr_jnr wrote:You can sprint with the grenade when cooking it, not sure if it goes further though.
Yeah you can sprint with a grenade primed, that was one of the reasons I thought of suggesting this, cause I figured it would work perfectly with that same script.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 12:36
by Heavy Death
K, then its perfectly doable, plus if its done with a projectile as i said, that means that damage can be done at any point of the thrust, not just at the end of the animation.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 12:45
by Rhino
Heavy Death wrote:Should be possible. If not simpler then it could be done by making the knife a greande projectile with short lifespan and straight trajectory + explode on impact with a minimal radius and whatever damage tis set to. So it only travels that 1 m or so, as bayonets do now. Making the player sprint with the attack prepared though... could be a hard one. Afaik, when you prep the grenade, you can only move rather slowly.
ye, although no need to make the projectile explode, just have it contact damage like a bullet. Hopefully could use the same projectile as the bayonet dose already rather than making a new one however.

The bigger problem is if it requires new animations to do it, if so, this feature would really depend on if chuc has time or not.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-11 13:54
by Mats391
[R-DEV]Rhino wrote:The bigger problem is if it requires new animations to do it, if so, this feature would really depend on if chuc has time or not.
I tired this a while back already, but stopped because of the animations needed. Throw able objects need way more animations than normal weapons. It might be possible to split the current animations to fit the new ones, for example you need charge animation and throw animation and currently both are in one firing animation.
Another thing is that if you run the speed of the soldier gets carried over to the projectile. This way the bayonet-projectile will be faster when using it during sprint. With its current values it could travel 15% further if used during sprint. But this should be fixable as well (if its even a problem).

Anyway i think this would not be good for PR. The knife/bayonet already gets used way too much for stealth kills etc. In my opinion the melee weapons should be a last line of defense only used when you are out of ammo. If damage for melee weapons would get changed from instakill to 2-3 hits, i would approve this.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-12 03:06
by matty1053
If you team gets so many points.

The commander presses a button and auto changes everyone to bayonet rush.

(I can see like 50 players drop their kits and automaticly get the bayonets and or knifes and just start rushing the enemy.)


But OT:

I wouldn't mind this. It would be useful since I usually use the knife on enemies on Fallujah when I am ins.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-27 18:26
by emmanuel15
Mats391 wrote:split the current animations...should be fixable as well
not be good for PR....from instakill to 2-3 hits
i had the same idea of splitting the animation but not so much with the thurst part. You most likely know what you are saying but i have something different...

OPERATION:
split 2 existing animations for knife.
put a warm up part of 5~10, blocking from using the second part (only for right click, stoping instant charge). The block can be preformed by using the machinegun over heat code which will be shortened and without whiz sounds (after first animation shoot some kind of invisible,super short range round which will set it to over heat instantly, unless can be done faster another way).the heat bar can indicate load time.
Release right click to stab at same range of normal stabbing.

Another way:same thing basically but instead using the grenade mechanism. I haven't really thought about how this way will work and it's more likely to be hardcoded

DAMAGE SYSTEM:
when stabbed you will go black and white with 10~25 seconds before they bleed out.The black and white part can be calculated by just setting the amount of damage done by the knife which will be enough to make him go balck and white but not insta kill( also good for normal stabbing which means using the same code for both with just changing damage values).

LIMITATIONS:
This may be more tricky and hard coded

This function will be only available for unconventional armies. I assume this will really be the hardest part. maybe for only OPFOR, Vietnam/ Normandy era's for all? I can't really decide for who except for unconventional forces.
Stab can be released only after cool down.
When done "cooling" the guy will start screaming something which will help countering ninja charges (but means cool down and bleed out times should be shorter to compensate for that, also quite the task)


The limitations parts need some rework for balance and i don't have the full idea of how difficult and long it may be but basically this is a really good concept for such a system. Would like to know what the you and the Dev's think 8) :lol: :grin:

EDIT: i haven't really thought about how you will run and don't know how might that work...

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-29 20:10
by emmanuel15
Dr_Death wrote:I also think knife and melee attacks are taking too much time to react, in real life the first slash should do some damage, or at least give us a first attack as a slash and a secondary one as a stab, it would be just divide the animations in 2
We aren't exactly discussing the time taken to use(existing) melee attacks...

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-29 21:17
by Mats391
emmanuel15 wrote:The limitations parts need some rework for balance and i don't have the full idea of how difficult and long it may be but basically this is a really good concept for such a system. Would like to know what the you and the Dev's think 8) :lol: :grin: .
Everything you said but the damage system is not possible. The animation does not do the damage, but a projectile and you can only have 1 projectile per weapon. You also have only 1 firing animation per weapon.

Re: "Charge" Bayonet/Knife functionality

Posted: 2013-11-29 21:46
by SShadowFox
Imagine a Napoleonic Wars mini-mod using this, it would be awesome. :p

Just sayin'