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==
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.
{{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.}}
{{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.}}
{{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'''
: <string>
 
* '''FireUser1'''
: Causes this entity's OnUser1 output to be fired.
 
* '''FireUser2'''
: Causes this entity's OnUser2 output to be fired.
 
* '''FireUser3'''
: Causes this entity's OnUser3 output to be fired.
 
* '''FireUser4'''
: Causes this entity's OnUser4 output to be fired.
 
* '''SetParent'''
: <string> Changes the entity's parent in the movement hierarchy.
 
* '''SetParentAttachment'''
: <string> 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.
 
* '''SetParentAttachmentMaintainOffset'''
: <string> 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 at the time it is attached.
 
* '''ClearParent'''
: Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
* '''Enable'''
: Enable the point_viewcontrol, and start controlling the player's view.
 
* '''Disable'''
: Disable the point_viewcontrol, and stop controlling the player's view.
 
* '''StartMovement'''
: Start the movement to first-person view.
 
== Outputs ==
* '''OnUser1'''
: Fired in response to FireUser1 input.
 
* '''OnUser2'''
: Fired in response to FireUser2 input.
 
* '''OnUser3'''
: Fired in response to FireUser3 input.
 
* '''OnUser4'''
: Fired in response to FireUser4 input.


* '''OnKilled'''
== See also ==
: Fired when the entity is killed and removed from the game.
* [[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