Need help on Bayonet

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ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
could someone please help us out on this problem we have atm.

animated the M1Garrand for our mod, but the bayonet does not showup ingame.

you can get it to work if you throw away the garrand and pick it back up again. we also have a same problem with secondary weapons., Again if you throw your main weapon away and pick it up again and you can then access your secondary weapons.

thanks ExoCet
 

DingBat

FNG / Fresh Meat
Nov 21, 2005
751
0
0
could someone please help us out on this problem we have atm.

animated the M1Garrand for our mod, but the bayonet does not showup ingame.

you can get it to work if you throw away the garrand and pick it back up again. we also have a same problem with secondary weapons., Again if you throw your main weapon away and pick it up again and you can then access your secondary weapons.

thanks ExoCet

The problem with bayo's is that they have to be there, somewhere, even when they're not attached. IIRC, the way this is handled by Tripwire is the bayo is scaled WAY down when it's not attached. When you want to attach it, your avatar's hand moves off screen, the bayo is moved to the hand and scaled up, and then you go through the attach animation. I could be wrong.

Is it possible the bayo's not getting scaled up correctly? This would be a coding issue, I'm guessing.
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
We have not scaled the bayo at all, I rigged it the same as the Kar98, as that has bayo attatched in the mesh.

so I don't think it's a scaling issue. also when you throw your gun down and pick it back up the bayo then appears fine ?.

looking at the mosin model info file, the Knife model in the exported model is not there, so is somehow culled out, could this be the reason, as our baoynet Model is showing on the exported list and as a bone in the animations browser ?.
 

[VFD]HH

FNG / Fresh Meat
Jun 13, 2006
209
0
0
So your saying the Bayonett of a Mosin experiences major shrinkage when its not being handled by the hands of an experienced strelok, or allowed to penetrate a particularily young and inexperienced schutze?
 

Gunwing

FNG / Fresh Meat
Nov 22, 2005
377
0
0
but please what ever you do don't make your Bayonet have teeth! That is considered a War crime to cary a weapon with a bayonet that has the teeth on it. AKA thats why the Russians made theirs be round and more like spears, or pokers than a knife.

Plus if your stabed with a Russian style bayonet your going to blead to death in seconds because it's just like if you got shot by a bullet. Minus the massive volocity though.
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
Thanks Gunwing, our bayo does not have teeth on it.

BUT GETTING BACK ON TOPIC, CAN I PLEASE GET SOME ANSWERS HERE.
NOT VERY FORTH COMMING IN MY REQUEST FOR HELP.

Has this got everyone stumped or is everyone just not bothered enough to even hint at an answer.

thanks to Dingbat for at least trying to help, I am sorry for the way this post has come across, but it is holding up our mod till we get it sorted.
 

RedRaccoon

FNG / Fresh Meat
Jun 18, 2007
67
0
0
Ontario, Canada
Would it be a lot of work to just do what DingBat said, or are you too far into the work to turn back? As far as I would know, it is best to do these types of things the way that they have already been implemented by Tripwire in vanilla RO.
 

ExoCet-NAW

FNG / Fresh Meat
Feb 17, 2006
436
32
0
Ok I give up trying to ask for help over here.
seems like everyone wants these mods to come out asap, but with no help from the community or Devs on these boards, it makes things a lot harder to get anything done, never mind released.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
Well, what help to you expect? Dingbat described pretty well how it is handled with stock weapons. The bayo not showing up means probably something like a wrong bone that is scaled, or the no bone is scaled or similar in my book.

Without debug code you wont get very far.