Point viewcontrol survivor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Substituted IO templates)
 
(5 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{lang|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}}
{{CD|CSurvivorCamera}}
{{this is a|point entity|name=point_viewcontrol_survivor|series=Left 4 Dead}}<br>
{{entity|type=e0|series=Left 4 Dead|point_viewcontrol_survivor}}<br>
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>
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.
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>
 
{{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.}}
{{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.}}
Line 18: Line 19:


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


== See also ==
== See also ==
* [[point_viewcontrol_multiplayer]]
* [[point_viewcontrol_multiplayer]]

Latest revision as of 11:13, 21 April 2025

English (en)中文 (zh)Translate (Translate)
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