Tony,

Thank you very much!  Exactly what I needed -- worked perfectly.

I just lowered the following:

//#define MAX_VIEWMODEL_LAG 1.5f //STEVE ORIGINAL
#define MAX_VIEWMODEL_LAG 0.05f


On Mon, Mar 30, 2009 at 2:23 AM, Tony Sergi <[email protected]> wrote:
> CalcViewModelLag
>
>
> -Tony
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Steve Henderson
> Sent: March-30-09 1:34 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Disabling "floating" weapons
>
> 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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>>>
>>>
>>
>>
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