So I never tried it, but I was thinking of doing the same thing for a medical simulation I was working on a while back. Specifically, I wanted the player to be able to place and use a stethoscope (done as a weapon) while watching an EKG type readout.
Good luck on it, it would be worth giving it a try. Being able to watch one thing while aiming at another might be interesting for an FPS. It might be a bit odd at first when it comes to movement - as fine movement might be kind of hard (a lot of wild gun movement). But maybe consider having it be an alt fire mode of some kind? Quoting Dylan Wreggelsworth <[EMAIL PROTECTED]>: > Has anyone succeeded at vectorized aiming? > > Most games have the head, camera, crosshairs all fixed aiming at one > vector. The method i am trying to implement seperates the arms/weapon > of the player from the head in a manner that allows for more realistic > aiming. IE: Imagine two cones, the smaller innermost cone is the > degrees of movement allowed for the gun and arms to travel in a free > floating way without impacting the player orientation, when the gun > hits the edges of this cone the head and torso/player pivot in that > direction (like a regular aiming system). > > I am currently in the process of working through the logic involved, > but if anyone has had any luck and is willing to compare notes, it > would be greatly appreciated. :) > > Thanks for a great list people! > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

