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
>>
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