Quote: "Ok but like I said they're is more road bumps without hard coding it heres another to throw at you. Damage, its going to do the damage that the gun is set to, it will destroy the point of ammo."
Damage and range are not so big of hurdles if the designer is willing to fore-go the ability to melee anything at any time. IMO, the key thing which requires hardcoding is animation priority. Without it, a custom animation can be interrupted by zooming, reloading or simply moving while the animation is playing. The Fenix implementation is simply going to be smoother, more flexible and less hassle. It's bittersweet to me because I love seeing this but Ply's variable system is like crack to me LOL. I'll still make use of the melee animations but there won't be anywhere near the same level of freedom with it as Fenix will be offering.
Arenas, If your dedicated to getting a melee system working in PB, I strongly recommend
first concentrating on animation playback and test the crap out of it because that is what will make it or break it.