Point viewcontrol survivor: Difference between revisions

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{{wrongtitle|title=point_viewcontrol_survivor}}
<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->{{lang|Point viewcontrol survivor}}{{CD|CSurvivorCamera}}
This point-based entity is available in [[Left_4_Dead|Left 4 Dead]].
{{this is a|point entity|name=point_viewcontrol_survivor|series=Left 4 Dead}}<br>
{{stub}}
It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.<br>
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" [[prop_dynamic]]. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.<br>
If you seek a guide on how to use this entity to create an intro just like Valve does, [https://steamcommunity.com/sharedfiles/filedetails/?id=2614744479 you may find one here], which includes a prefab to animate a path in blender as well.<br>


== Entity description==
{{Note|Certain effects such as rain from a func_precipitation and the survivors flashlights do not display while cameras are in use. To get around the rain not appearing, use an info_particle_system set to rain_intro above the cameras view, disable it once your intro is finished.}}
A survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view. Useful when used in conjuction with a point_viewcontrol_multiplayer for professional looking campaign intro scenes.
{{Warning|Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.}}
__NOTOC__
== Keyvalues ==
{{KV Targetname}}
{{KV|Field of view|intn=fov|float|Player FOV (if Set FOV spawnflag is set)}}
{{KV|Seconds to reach FOV target|intn=fov_rate|float|Amount of time it should take to reach the specified FOV}}
{{KV|Pitch Yaw Roll (Y Z X)|intn=Angles|angles|View angles player will have when this camera controls their view.}}


== Keyvalues ==
== Flags ==
* {{KV Targetname}}
{{fl|1|Disable when move finished}}
* {{KV Angles}}
{{fl|2|Set FOV}}
* {{KV Parentname}}
* '''Field of view''' fov <float>
: Player FOV (if Set FOV spawnflag is set)
* '''Seconds to reach FOV''' target fov_rate <float>
: Amount of time it should take to reach the specified FOV
* '''spawnflags''' spawnflags <flags>


== Inputs ==
== Inputs ==
* '''Kill'''
{{I|Enable|Enable the point_viewcontrol_survivor. If the activator is a survivor, then start controlling his view. Otherwise, start controlling all players' views.}}
: Removes the entity from the world.
{{I|Disable|Disable the point_viewcontrol_survivor. If the activator is a survivor, then stop controlling his view. Otherwise, stop controlling all players' views.}}
 
{{I|StartMovement|Start the movement to first-person view.}}
* '''KillHierarchy'''
=== Related inputs of [[info_survivor_position]] ===
: Removes this entity and all its children from the world.
{{I|SetViewControl|If a survivor is assigned to this position, set his view to targetted <code>point_viewcontrol*</code> entity|param=target}}


* '''AddOutput'''
== See also ==
: <string>
* [[point_viewcontrol_multiplayer]]

Latest revision as of 11:13, 21 April 2025

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C++ Class hierarchy
CSurvivorCamera
CMoveableCamera
CBaseEntity

point_viewcontrol_survivor is a point entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series.
It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" prop_dynamic. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.
If you seek a guide on how to use this entity to create an intro just like Valve does, you may find one here, which includes a prefab to animate a path in blender as well.

Note.pngNote:Certain effects such as rain from a func_precipitation and the survivors flashlights do not display while cameras are in use. To get around the rain not appearing, use an info_particle_system set to rain_intro above the cameras view, disable it once your intro is finished.
Warning.pngWarning:Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Field of view (fov) <float>
Player FOV (if Set FOV spawnflag is set)
Seconds to reach FOV target (fov_rate) <float>
Amount of time it should take to reach the specified FOV
Pitch Yaw Roll (Y Z X) (Angles) <angles>
View angles player will have when this camera controls their view.

Flags

Disable when move finished : [1]
Set FOV : [2]

Inputs

Enable
Enable the point_viewcontrol_survivor. If the activator is a survivor, then start controlling his view. Otherwise, start controlling all players' views.
Disable
Disable the point_viewcontrol_survivor. If the activator is a survivor, then stop controlling his view. Otherwise, stop controlling all players' views.
StartMovement
Start the movement to first-person view.

Related inputs of info_survivor_position

SetViewControl <targetnameRedirectInput/string>
If a survivor is assigned to this position, set his view to targetted point_viewcontrol* entity

See also