And that wraps up the sound effects. When the sword hits a wall, we don't want it to look like a bullet. Instead, lets change it to sparks. This change may be easier than you suspect. This is the hardest part, which is why its last.
Lets take a look at it in detail.
Lets clean it up a bit, and put in the impact graphic and sound effect modification we made earlier. The most important new component is the VectorMA line. When the trace stops, the weapon can no longer hit anything, so that is our range limitor. Of course, to make this a really cool patch, you'd have to create a new mesh and your own sound effects for when the sword misses, but as my old high school teacher used to say, that is beyond the scope of this course. All rights received.