Maybe just make the view model a VPhysics object that's attached to
the player at a point and tries to stay oriented forward, and it will
interact naturally with the environment.  Just my two cents.

On 8/15/05, Tim Holt <[EMAIL PROTECTED]> wrote:
> 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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> >
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>
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