Point viewcontrol survivor: Difference between revisions
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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.
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{{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| | |||
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.}} | ||
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== Inputs == | == Inputs == | ||
{{ | {{I|Enable|Enable the point_viewcontrol_survivor. If the activator is a survivor, then start controlling his view. Otherwise, start 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.}} | ||
{{ | {{I|StartMovement|Start the movement to first-person view.}} | ||
=== Related inputs of [[info_survivor_position]] === | === Related inputs of [[info_survivor_position]] === | ||
{{ | {{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
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CSurvivorCamera |
point_viewcontrol_survivor
is a point entity available in 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.


Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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 <targetname >
- If a survivor is assigned to this position, set his view to targetted
point_viewcontrol*
entity