Then theoretically, could you then swap models? Say, creating a "Blade"
weapon but have interchangeable swords? Ultimately I will need to do
that regardless... no one wants to play with 1 type of sword. Your idea
is very interesting...

Skyler York wrote:

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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