NOTE: Im speaking from QC, not CSQC....so you will have to figure out how to adjust to CSQC.
self.view_ofs = '0 0 25' / self.view_ofs_z = 25 means the 3rd person view will be a few units higher than the normal 22 units for the default player.mdl
I believe you need to experiment with self.view_ofs_x values, as I believe values > 0 will place the "eyes" ahead a distance, and negative values will place it back some. I think if you go back too far, and you are in chase_active mode, you will be blended into the player model and view wil be distorted.
I have played a little with decrementing the self.view_ofs_z during a death frame macro to add some realism. The default code sends it to '0 0 8' quickly, and I decrement it calling this code within the macro frames.
Code: Select all
void (float rate) Dec_view_ofs =
{
self.view_ofs_z = self.view_ofs_z - rate;
};