Thanks. I tried zeroing these out, which cuts down on the breathing effects. However, when I rotate the mouse, the attached entity has to play catch up still. Note, I don't see this effect when I am translating (moving)..only rotation.
On Mon, Mar 30, 2009 at 12:17 AM, Minh Le <[email protected]> wrote: > i think it's modified via > cl_bobcycle > cl_bobtime > > do a search for those variables and you can remove their effects > > Steve Henderson wrote: >> Does anyone know how to stop the delayed, floating effect of help >> weapons (in the view model) when moving or rotating the player? >> >> I have a vgui_screen that is attached to one of the weapons, and it >> follows the user's field of view. But it has some inertia, and sort >> of skids in and skids out as the player moves. >> >> I need it to _rigidly_ follow and snap to the players field of view. >> The floating effect is cool in the game, but in our augmented reality >> app it is annoying our users. I've tried a non-attached solution, >> setting the entities Abs org and angles, but this is rather choppy. >> The attached solution would be perfect if I could just increase the >> responsiveness. >> >> Thanks! >> >> Steve >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

