Point viewcontrol

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

Entity description

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

Image:note.png 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 (http://doxygen.page.needed/class_c_trigger_camera.html), defined in triggers.cpp (http://doxygen.page.needed/triggers_8cpp-source.html).

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • 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.

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

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
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

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • 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.