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!
>
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