Of course what you really need to have for that swinging weapon is for it to
know just where it impacted, and stop swinging at that point.  Then play a
"clunk" impact sound at that point, based on what you hit.

Could one totally get away from the idea of a "swing animation" and instead
directly control the movement of the v model arm via code, and thus fully
control it?  I could see adding things like "glancing blows" using that kind of
thing - or the weapon bouncing off a hard surface, etc.

Quoting Kamran <[EMAIL PROTECTED]>:

> Ah I see, you'd need a box... well, that would suck. I suppose we will
> have to live with how melee weapons work now.
>
> Jeffrey "botman" Broome wrote:
>
> > Tom Edwards wrote:
> >
> >> That's how it works anyway, I think?
> >
> >
> > No, it doesn't actually swing out an arc and only hit things within that
> > arc.  It simply projects a box straight out in the view angle and
> > whatever is within range gets hit by it.
> >
> > It wouldn't be too difficult to have the Swing() function (or whatever
> > you want to call it), to move a crowbar sized bounding box along an arc
> > to see if anything collided with it.  You would want the collision box
> > to be NOT axis aligned (i.e. it should be a OBB, not an AABB).
> >
> > This would be inefficent as hell though.
> >
> > --
> > Jeffrey "botman" Broome
> >
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> >
> >
>
> --
> Kamran A
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