Black wrote: So if I've got this correct you can change it so that if a Jedi is facing within x degrees of scout block will be 100% (no weakspots) and 0% outside of these angles?
This to me is how saber defence should be. Following this for example saber def 1 can be 10 degrees, def 2 can be 90 degrees, and def 3 can be 160 degrees (random figures which sound about right)?
Yeah exactly, I will try to code something to test it soon (or tell Duo where to do it and get credit for it).
However, I think I should probably let the new system check for 3D view angles instead of just projecting vectors in 2D space. Otherwise it will look weird with a large height difference (for instance a jedi jumping right above you, not looking downards at you but still blocking the shot due to the angle between view vectors being low when projected in 2D, but high in 3D).
Black wrote: It's odd actually I've always found staff to be the hardest to shoot through (it's probably me aiming at the wrong places).
Walking staff animation actually has somewhat good protection.
With the current system, you can tell how vulnerable an animation is by checking the total surface that is being shifted at the back of the collision hitbox (which you can't see w/o my test newmod build unfortunately).