I think we're all smart enough to know this would take more then just a new idle animation to work.
Famous last words?
Not that i don't have faith in the abilities and intelligence of those within this community, but experience tells that
most individuals are more likely to overlook certain facts than they are not to.
The stun animation is the defualt model pose. They didn't have to sync animate the hitbox, they didn't have to do anything. If they havn't done it for disguised spy's and they havn't done it for tuants (and the stun is only the revertation to the defualt model pose).. I was only saying if Valve can't be arsed to animate their hitboxes for these pretty standard features, they probably wouldn't for this, and the TF2 community would rip into it's short comings upon such a discovery.
By the way, before you get all worked up into a defencive stance, i said i liked the idea. I was giving my opinion on how it would be recieved if it were to be implemented if Valve's production tendancies remain Valve's production tendancies. I do understand your idea, i don't think you understand where i'm coming from.
IceEyes said:
It would only require a modified version of the sandman stun mechanism
No it wouldn't. Do you even know how model animations work? Or you just couldn't find the proper words and/or their contexts to express your point here? There's no mechanism, it's a simple onEvent>trigger>animation (The only other thing is the temporary removal of a players control, and i presume you don't intend for afk players to recieve that). There's no copy and paste of code or short cuts. Infact it sounds like any new code involved would be pretty basic as the variables consist of "X amount of time idle /animate". Unless you know what you're talking about you should probably not pretend too.
edit: In which case you wouldn't need to pretend because you'd know ^^.