point_viewcontrol

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This is a point entity available in all Source games.

Contents

Entity description

A camera entity that controls the player's view. While it's active, the player will see out of the camera.

Note:This class appears to have some bugs. Please see its discussion page for notes.

Availability

This point-based entity is available in: all Source games.. In code it is represented by class CTriggerCamera, defined in triggers.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Warning:See the warning under Counter-Strike Round Restarts before using the Parent field in CS:S.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • target
<target_destination> Name of the entity that the camera should point at and track while active.
  • targetattachment
<string> If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
  • wait
<integer> The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.
  • moveto
<target_destination> The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.
  • speed
<integer> The starting speed that the camera moves at, if it's on a path track.
  • acceleration
<integer> The speed at which the camera accelerates to path corner's desired speeds.
  • deceleration
<integer> The speed at which the camera decelerates to path corner's desired speeds.
  • interpolatepositiontoplayer
<choices> Gradually interpolate player's position to here on start. (Episodic only)

Flags

  • 1 : Start At Player (Start the camera at the player's position. This is kind of buggy, because it breaks the camera movement if the player is still moving when this is activated.)
  • 2 : Follow Player. (This is the same as if you set the lookat target to !player.)
  • 4 : Freeze Player (Stop recognizing input from the player.)
  • 8 : Infinite Hold Time (Ignore the hold time, and stay activated until explicitly disabled.)
  • 16 : Snap to goal angles
  • 32 : Make Player non-solid
  • 64 : Interruptable by Player (If the player presses +Use, disable.)

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Enable
Enable the point_viewcontrol, and start controlling the player's view.
  • Disable
Disable the point_viewcontrol, and stop controlling the player's view.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnEndFollow
Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring.
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