That's not how it works I'm afraid ;)  It's all explained in this guide:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

It explains the interpolation, prediction, and lag compensation.
Regards,
Ben

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 27 June 2005 17:59
To: [email protected]
Subject: RE: [hlds] Re: sv_unlag and Ping

I'm not totally sure about this, so anyone can feel free to correct me.  I
think if you turn cl_interpolate of, but set cl_interp 0.5, then the
hitbox lags .5 seconds behinds the player.  Some players might use this to
hit players that appear to have already hidden behind a wall, or run
through a crack in the doors...  I've never tried it, as I try to get my
models and hitboxes in the same place, but thats what I've kind of
gathered.

Again, not totally sure on this...

Thanks for input though
On Monday, June 27, 2005 2:01 am, Ben said:
> What are you worried about exactly? People using high interp values to
> cause
> annoyance to other players?  Seems like a strange thing to worry about.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Dalberg
> Sent: 26 June 2005 23:24
> To: [email protected]
> Subject: Re: [hlds] Re: sv_unlag and Ping
>
> Would turning sv_unlag down to the highest acceptable limit on our
> server keep people from using interpolate to have hitboxes lag behind
> models?  We usually accept a 125ms-140ms ping, and start kicking at
> higher than that... (mainly as a way for the regs to get in).  So should
> we set sv_unlag to 0.140?
>
> Thanks,
> Steve
>
>
> iceflatline wrote:
>
> > well, obviously...
> >
> > Clayton Macleod wrote:
> >
> >> well, obviously, sv_unlag is what turns on the compensation for
> >> clients' latency. It's what makes it so you don't have to lead your
> >> shots in front of the model you see, so you can actually aim at the
> >> model as if you had no latency at all. Turning it off just brings you
> >> back to the quake 1 days when there was nothing done to compensate for
> >> latency at all. The only situation where you might consider turning
> >> this off is on a LAN, but even then it makes no sense to turn it off,
> >> really.
> >>
> >> On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
> >>> cvar enabled and it does seem to help clients with latency issues.
> >>>
> >>>
> >>
> >>
> >> --
> >> Clayton Macleod
> >>
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> >>
> >>
> >>
> >
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