If we decide to have both the model tags and the offsetting systems, I suggest that we have the model tags take presidence.
  
 
  
  
    Something Else I want to throw out there.
 
 Customizable Player hilts.
 
 JKA handles hilt models much like player models.
 
 you can have several meshes in a glm and you can turn surfaces off through the skin files.
 
 I just got done setting up a saber For InsaneSith that has two sabers in one glm seperated by skin files. The .sab has two entries pointing to these seperate skins.
 
 I propose we expand on this by making a Customizable Player Hilt section.
 
 Here we can add several things
 
 a shaft category, buttons, add-ons
 
 Sounds?
 Blade Styles?
 Draw and holster Anims?
 If the Holster Offset code is written were you holster it?
 etc
 etc....
 
 As you can see this has quite a few bonuses.
  
 
  
  
    Ooo... neato.
 
 BTW, how's the splitting saber staff idea going? I'm sure alot of us are await the ability to switch between staff/dual/single saber styles at key stroke.
 
 "My saber staff owns man."
 
 "Oh yeah?"
 
 <click> <click> VRRRMMMMM VRRRMMMMM :D
  
 
  
  
    If that was implemented, there would have to be some wait-period while switching from staff-dual-single, otherwise you can just say hello to abuse and exploit.
  
 
  
  
    I wouldn't touch staff/dual switching with a million mile pole. Balance gets thrown out the window when you do stuff like that. I would like to see breakage be re-implemented though.
 
 
 As for customizable hilts, the not changing hilts till re-spawn should stay the way it is.
  
 
  
  
    Nice icon.
 
 Here's an idea for broken saber staff: if your staff is completely broken, you have 5 seconds to take the dead Reborn/Cultist's saber so you don't have to go without. Maybe have the saber you chose revert after a save 'n' reload, so you don't have to finish the game with a Stinger/Guardian.
  
 
  
  
    I know this might be suited for a thread of its own, but I'd rather just post it here for now.
 
 Has there been any discussion over a number of weapons you can carry at once? I've been playing CoD lately, and I really enjoy gameplay forcing players to limit their weaponary to a primary, projectile and secondary gun. Any thoughts on implementing something along these lines into OJP enhanced?
  
 
  
  
    I think it's a good idea. However, I beleive the limiting factor should be weigh/bulk instead of by abitary set weapon types
  
 
  
  
    More brainstorming on my part. Ignore unless you want to tackle it.
 
 Things to do.
 
 code in sab_,act_, and add_ skin parts
 strip the prefix and feed them in by the skin names.
 such as sab_dooku.skin should be listed as just dooku
 
 Custom BladeStyle saber flag
 
 code to search through the .sab's for custom blades,animations,sounds
 Listed by name (packages)
 
 Such as dooku using a custom blade and animations and sounds
 
 It would be listed as Dooku for each taking all the modifications
 
 An example.
 
 saber_dooku
 
 {
 *newFlag* customSaber 1
 
 name "Count Dooku"
 
 soundOn "models/weapons2/saber_dooku/draw1.wav"
 soundLoop "models/weapons2/saber_dooku/Loop1.wav"
 soundOff "models/weapons2/saber_dooku/holster1.wav"
 spinSound "" 
 swingSound1 ""
 swingSound2 ""
 swingSound3 ""
 hitSound1 ""
 hitSound2 ""
 hitSound3 ""
 blockSound1 ""
 blockSound2 ""
 blockSound3 ""
 
 *newFlag* BladeStyle "models/weapons2/saber_dooku/ep2blade.jpg"
 
 readyAnim BOTH_SABERSTAFF_STANCE
 drawAnim BOTH_SHOWOFF_MEDIUM
 putawayAnim BOTH_SHOWOFF_FAST
 bowAnim BOTH_LK_DL_ST_S_SB_1_W
 flourishAnim BOTH_SHOWOFF_STRONG
 gloatAnim BOTH_FORCE_RAGE
 
 }
 
 As such the sound/BladeStyle/Anim option would include ALL sounds/BladeStyle/Anims defined.
 
 The code should even list non-custom saber's sounds/BladeStyle/Anims.
 
 anyways if everything is set up correctly with a sab_dooku.skin, act_dooku.skin, and add_dooku.skin
 and several packages chosen
 
 You should have everything listed
 
 g_saber "saber_dooku, dooku/dooku/dooku"
 g_saber_sounds, "Count Dooku"
 g_saber_blade, "Count Dooku"
 g_saber_anims, "Count Dooku"
 
 other than g_saber the other cvars don't exist their just for example :)
 
 Technically you should be able to feed in every type of saber flag into a "package"
 
 effects would be a good example
 
 g2MarksShade
 g2WeaponMarkShader
 blockEffect
 hitPersonEffect
 hitOtherEffect
 
 Custom sabers should also have a default skin for the .sab
 that way the it can be used by those without the mod.