We're actually already doing this with our mod. Feel free to check it out with the following (shameless) plug http://www.moddb.com/mods/10890/berimbau
A more recent video of it is at http://www.ghost-hack.com/berimbau/heavy_combo_test.wmv Another, albeit crappy quality, youtube video is at http://www.youtube.com/watch?v=nmvMj1Q-5tE It's certainly possible to get at what you're talking about, but not without a lot of heavy modifications. So far some of the more special things we've done to enhance melee are (not to say they haven't been done in source yet) - complete directional attacks based on movement - attack tracers emitted from swords - character animation "hold" to hold a pose after an attack, as well as holding player control - character animation velocity that moves the entire player based on animation events - multiple "stances" based on your character state (crouching, walking, running, blocking) - quaternion-based third person camera with a smooth lock-on , a contribution by J "One-Eyed" R from the Mariokart Source team - an almost-fixed hl2dm third-person camera with most of the third-person animation glitches cleaned up You may as well join our team to consolidate our effort to making a good melee game, although I'm not sure what your vision for melee combat is. Feel free to send me a private email if you'd like to share. ~M Message: 5 Date: Tue, 11 Nov 2008 15:54:08 -0800 From: Walter Gray <[EMAIL PROTECTED]> Subject: [hlcoders] Fluid Melee animation and other possible roadbumps To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=ISO-8859-1; format=flowed I'm currently in the process of trying to develop a small, but polished game for a university class, and debating which engine to use. Since I've used it a bit before, Source is pretty high up on the list, but this project would require a few things that I'm not sure I've ever really seen in a Source powered game, and so I thought I'd ask the community at large what they thought about the feasibility of implementing them. The first is to have fluid melee attacks and animations. One attack would have to lead into another in a way that makes me suspect we would need some animation blending. Oni would be the best example of the kind of combat I'm talking about, to my knowledge. Now, I have seen some basic melee combat done in mods, but I have no idea how much effort it took. I've figured out how to at least hack together almost everything else we'd need in the Source engine, so right now this is the biggest unknown. Does anyone have any ideas as to how difficult something like this might be to implement in a non-multiplayer environment? The second unknown, though I expect at worst it could be achieved by creative use of timers, is to detect how close a particular button press is to a sound event, such as a beat in the music or some other static environmental sound. Any guesses on the difficulties involved in something like this would be a great help, and I'll keep researching on my own. Here's hoping that a source mod can do everything we need it to! _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders