The first two are no problem, as you can just add/remove damagepoints as you like, when the pawn attaches its weapon, you add the damagepoint, when it removes its weapon, you remove the damagepoint.
I am not sure about the third, this is very close to per-poly-collision and would be difficult to achive in code. The current bone-collision test works like that: RF looks if the bounding box was hit, and only then it looks which bone you hit. Also i am not too sure how this would impact the speed of the game, as it would need one collision test for each bone in the game, and not for each actor. Let's say you have 50 bones average in you models. Then the collision detection that has to be done will multiply by 50 for those actors.
Weapon polygons that would do damage by collision
Re: Weapon polygons that would do damage by collision
Everyone can see the difficult, but only the wise can see the simple.
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