Arma 3
Project H2H
126 Comments
derkosake Oct 16 @ 4:42am 
the barrel attachments are missing for the AK12 and AK15 7.62 then using this mod. please fix that i love this mod!
Kommissar Mar 2 @ 5:05pm 
it is normal that the m70 from rhssaf cannot accept any bayonet?
Blitz Jan 7, 2024 @ 2:07pm 
Would it be possible to add an addon option to disable the mod's attack (i.e when using it with webknights)?
NikiTret May 28, 2023 @ 1:02pm 
Hi, just want to inform you that this mod(https://steamcommunity.com/sharedfiles/filedetails/?id=2956197523) is using files from this mod illegally and presenting them as it's own. It is actively being used on "creator's" server.

I broke down that mod and here is which mods are stolen: https://docs.google.com/spreadsheets/d/1hVcqbIuVFmz9gJlo5zODn_Hkhbyf8E35YaxsVNUt3bY/edit?usp=sharing
Organist1990 Oct 4, 2022 @ 10:32pm 
any update on RHSUSAF, RHSGREF, and RHSSAF?
marxman28 Apr 13, 2022 @ 12:27am 
Something I noticed is that the barrel attachments for the 7.62mm AK-12/AK-15 get taken away except for a bayonet. The AKU-12/AKU-15 works fine, though.

I mean, two bayonets is nice, but I kinda like being able to sneak up on people and stabbing them and then shooting them from a little further away without being detected.
JuicyFruit Mar 12, 2022 @ 9:14pm 
Can you pop tire with this mod?
Lotto Aug 5, 2021 @ 9:56am 
Any update on RHS support? And may i suggest 3cb Factions
singh638 Jul 12, 2021 @ 9:54am 
Can you please add compatibility with RS arms and Armscor. it used to work with RS
https://steamcommunity.com/sharedfiles/filedetails/?id=1622938916
https://steamcommunity.com/sharedfiles/filedetails/?id=714598902
ariel Apr 18, 2021 @ 7:10pm 
maybe this is interesting: bots using bayonets (of course maybe not the best animation but it could be improved)

https://youtu.be/OJnt5TfkRfo
Nemo  [author] Apr 18, 2021 @ 6:05am 
It's intended behavior for the built in Nassau version that you can't load or fire the musket with a plug bayonet in the end of the barrel
Charlie Apr 18, 2021 @ 5:49am 
It does not work well with Nassau 1715, rifle cannot fire the round after attaching bayonet.
Eltaylor2001 Mar 20, 2021 @ 7:12am 
Any chance of integrating the L3A1 into the 2035 BAF faction in Aegis?
Herr Keown [20X] Mar 1, 2021 @ 8:10am 
thanks for the quick answer. Ok rog, I'll be sure to note that. I'll also test the mod with only ace/cba due to us being unable to injure friendlies in testing. cheers!
Nemo  [author] Mar 1, 2021 @ 8:06am 
I'll try to push the new version of hit detection later today. It should eliminate the bug involved in self-injuring. And no, you should be able to injure friendlies.
Herr Keown [20X] Mar 1, 2021 @ 8:02am 
3CB bayo seems to also have the issue with injuring yourself when stabbing someone, also are we not meant to be able to injure friendlies?
Adeptus Feb 22, 2021 @ 1:18pm 
Could you add vme pla
C4sh0e Feb 12, 2021 @ 3:21pm 
Whats going on with the nassau fix?
Redwan S. Feb 5, 2021 @ 11:43pm 
So I've been running into few issues with some weapons, where sometimes when you try to stab someone you end up stabbing yourself. [NIArms]
TyrantLyzardKyng Feb 3, 2021 @ 8:19pm 
Oh, okay. I understand. I will keep checking back. Goodluck and if you need playtesters... *wink wink* lol
Nemo  [author] Feb 3, 2021 @ 8:17pm 
Snagged on a technical issue that I haven't had time to poke at
TyrantLyzardKyng Feb 3, 2021 @ 8:11pm 
How is the compatibility with the other three RHS and SMA mods coming along? Just check back every now and then to check on it :)
ariel Jan 16, 2021 @ 1:20pm 
and ..... there is still a long way to go before the AI can fight with bayonets.
I remember that you would make it at some point.
For me that would be like the holy grail in ARMA.
I long to be able to pull off a trench assault in WW1, or the Napolionic era
Nemo  [author] Jan 16, 2021 @ 7:48am 
You're going to have to elaborate. We have several muzzle mounted hanging type bayonets in the mod.
Hans_Kloss Jan 15, 2021 @ 11:48pm 
Could you make the bayonet hanging under the muzzle?
Six Jan 1, 2021 @ 7:38am 
You should try and team up with "Improved Melee System". Weapon bashing when no bayonets are present. Also pistol bash is nice. But what I slightly prefer is the addition of the bayonets with your mod here.
Nemo  [author] Dec 11, 2020 @ 12:19pm 
Please check that running a repair on H2H doesn't solve the problem.
Steel [Democracy Rangers] Dec 11, 2020 @ 9:59am 
Hello there.

I would like to report that we are getting the error of stabbing yourself and we are not using any other melee mods. I am happy to provide as much information as needed to help you out.
ariel Dec 2, 2020 @ 7:27pm 
THAT GOOD!!!!
MY BIG DREAM IS A LOAD OF BAYONETS FROM THE FRENCH INFANTRY AGAINST THE GERMAN TRENCHES AND VICEVBERSA (WWI)
ALSO IN NAPOLEONIC MOD AND ........ HA HA HA DAWN DREAM
Nemo  [author] Dec 2, 2020 @ 6:43pm 
It's planned
ariel Dec 2, 2020 @ 5:51pm 
SOME DAY WILL AI USE BAYONETS?
theccccccccccccccccccccccccccccc Dec 2, 2020 @ 12:34pm 
ahh okay, it doesnt say it on the list you posted on the page, nevermind then
Nemo  [author] Dec 2, 2020 @ 11:27am 
There should already be compatibility with GM's bayonets. Unless I forgot to add it with the last update.
theccccccccccccccccccccccccccccc Dec 2, 2020 @ 11:16am 
glomob adds AK bayonets, any chance for compat with that?
Cuban Nov 30, 2020 @ 5:46pm 
Ah wonderful, I was running that as well. Thanks for the help!
Nemo  [author] Nov 30, 2020 @ 5:10pm 
Someone else came on the Discord and reported the same issue. Their problem was that they were running the Improve Melee System mod in conjunction with Project H2H. Despite the author of that mod claiming it is compatible with H2H, it is in fact not apparently.
Cuban Nov 30, 2020 @ 2:57pm 
Hey I'm getting a strange bug where everytime I try to stab someone, it ends up stabbing myself instead. Pretty hilarious but I'm not sure what is causing it?
Lil-B Nov 20, 2020 @ 11:32am 
@Nemo Get it, I'll try some other weapons. Thx chief
Nemo  [author] Nov 20, 2020 @ 11:30am 
Pressing the BAYONET STAB key only does something if you have a firearm in your hands that has a bayonet attached to it via the applicable weapon accessory slot in the inventory.
Lil-B Nov 20, 2020 @ 11:24am 
@Nemo Nice work chief. But there seems to be a problem when I'm playing a UNSUNG scenario with your mod. I already add a Kabar combat knife in my gear. But nothin's activated when I press the button. Did I miss anythin?
Nemo  [author] Nov 13, 2020 @ 6:46pm 
It's now just apart of the main mod, no need to have a separate patch
Alexander Nov 13, 2020 @ 6:31pm 
What happened to the 40k patch?
mightybjorn1984 Nov 8, 2020 @ 10:07pm 
Add to M1 Carbine from FoW mod please
Drift_91 Nov 1, 2020 @ 5:08am 
I'll have to check when someone gets on the server with me. But that changelog sounds exactly like the problem I was having. I was never able to confirm that it was actually KAT Medical causing that and not just a problem with H2H and regular ACE.
Nemo  [author] Oct 31, 2020 @ 7:10pm 
No, I can not confirm your issue with KAT is resolved, but maybe
Drift_91 Oct 31, 2020 @ 7:01pm 
"- Fixed bug where players could become trapped in ACE unconscious animation after being bayoneted"
Alright, so I take it that wasn't actually KAT medical causing that. Glad to see it's been fixed, thanks.
Drift_91 Oct 29, 2020 @ 10:47pm 
Btw, I've been experiencing a problem with this mod that I suspect is a conflict with KAT Medical, an addon to ACE Medical. When you get knocked out by a bayonet stab your character glitches out and moves weird when they wake up, sliding around prone. I'd test myself with and without KAT to confirm, but none of my friends can be bothered to help me test and I don't have a second monitor to move around on one client and watch on the other. If this is a problem with KAT Medical would you be OK with making a compatibility patch?

KAT Medical: https://steamcommunity.com/workshop/filedetails/?id=2020940806
Drift_91 Oct 29, 2020 @ 10:37pm 
Hey, sorry if this is the wrong place to report bugs, but the default keybind of T seems to interfere with default vanilla keybind for rangefinders. Is there some sort of block to the vanilla keybind that can be removed via an if statement that detects if rangefinders are equipped? That way both keybinds can maintain the default setting without any issues. Thanks.
Nemo  [author] Oct 28, 2020 @ 12:32pm 
No. Please in the future refer to the change notes tab at the top or the Discord.