The melee attack and chain reeling functionalities are in. The sickle's range is so short that you really pretty much have to use the chain to get people, which is pretty fun. If you do score a solid hit with the sickle you're pretty much garaunteed a kill. I think I need to make the chain release people once they get real close to you, so if you do screw up with the sickle you'll have to hit them with the chain again before you can try again. I'll probably also have people released automatically if they somehow get too far away, like stuck against a wall in the way or something, mostly to prevent the chain linked list from killing Unreal with "infinite" recursion.
I've changed the kaginawa's chain back to the old rope model I made a while ago for it to better distinguish it from the kusari-gama's chain. I still need to make a weight mesh and figure out exactly how to make the chain twirling work. Right now I'm thinking of making it an actor with a big collision radius and short collision height that positions itself above your head and hurts anything it touches. Alternatively, I could have it periodically iterate through all visible actors and damage them as long as they're in range. I guess which method I use depends on whether I want the chain to stop twirling upon impact with something. My plan for the mesh would be the chain with maybe a blur-type effect with a spinning animation. I think that'd be better than trying to make the actual weight projectile orbit you and dealing with colliding with level geometry.
Here's a shot of the sickle the first time I tested it. :b