point_viewcontrol
point_viewcontrol
is a point entity available in INFRA. This is a heavily modified version of the base
point_viewcontrol
.
Contents
Entity Description
It is a camera entity that controls the player's view. While it's active, the player will see out of the camera. View control animations can be made through the use point_viewcontrol_node. While there have been minor changes from the base point_viewcontrol, the major difference is movement can be smoothed without the need of a parent model animation.
In game, this is often used for intractable computers, newspapers, and logbooks.
Keyvalues
- Start at Player
(???)
<boolean> - Should the camera start at the player instead of the camera position?
- Smooth Speed
(???)
<boolean> - Should the camera speed ease in and ease out?
- Draw Local Player
(???)
<boolean> - Should the local player be drawn when viewing from this camera?
- Draw View Model
(???)
<boolean> - Should the view model be drawn when viewing from this camera?
- Draw HUD
(???)
<boolean> - Should the HUD be drawn when viewing from this camera?
- Allow Controls
(???)
<boolean> - Should the player be allowed to use his movement controls?
- Freeze Instead
(???)
<boolean> - If controls are disabled, should the player be disallowed from using any of his controls (+use, +attack, VGUI screens etc.)
- Disable at End
(???)
<boolean> - Disable the camera once it reaches the end of its path?
- Holster Weapons
(???)
<boolean> - Should the player holster his weapons while under control of the camera?
- Teleport Player to End
(???)
<boolean> - Should the player be teleported to the end once the camera reaches the end of its path?
- Path Length in Seconds
(???)
<float> - How long does this path last? Smaller numbers means faster camera.
- Field of View
(???)
<float> - 0 means player default field of view.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Parentname:
- Parent
(parentname)
<targetname> - Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Inputs
Enable
- Enable the entity, and start controlling the player's view.
Disable
- Disable the entity, and stop controlling the player's view.
EnableControls
- Enables player's controls.
DisableControls
- Disables player's controls.
EnableCursor
- Enables player's mouse cursor.
DisableCursor
- Disables player's mouse cursor.
SetTargetNode
- Have the camera start following a new path.
Reverse
- Should be fired when the camera is already moving along some path or reached the end of it. Causes it to move the same path but backwards.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Parentname:
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
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 the the movement hierarchy, leaving it free to move independently.
Outputs
OnEndFollow
- Fired when the entity reaches its destination.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.