Why can't anyone just answer the guy's technical question with some insight into how to do it instead of lecturing him on whether it's "proper" or not? Sheesh!
Personally I'd like to use this exact type of thing to allow the player's hand to interact with things in-view without actually moving the view. Or to allow the hand to be fixed and the view to move. For example a hand poking buttons or interacting with a VGUI panel which doesn't require the view to move all over to do so. Or to allow the player's hand to be actively holding or pressing on a button (for example) while looking around. Look too far and you break the hold. Specifically I would like to see this for a player using a stethoscope. Place it on a patients chest, listen to breathing, turn view a bit and look at EKG (for example). Quoting "Michael A. Hobson" <[EMAIL PROTECTED]>: > Dylan: > > Dylan Wreggelsworth writes: > > > -- > > [ Picked text/plain from multipart/alternative ] > > As far as debating the realism of such an aiming system goes, in the real > > world your weapon is independent of your head and moved by your arms. You > do > > not run around with the weapon glued to your chin as other games would have > > you believe, at most you move with the gun held in a low ready position. > > When it comes to firing, yes with the weapon down or to the side you will > > not be able to hit anything well, just like real world... Further more > > especially when it comes to pistols the recoil phase causes serious gun > > movement independent of the body. > > Guns 101: > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

