Point viewcontrol: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(Cleanup)
Line 1: Line 1:
{{wrongtitle|title=point_viewcontrol}}
{{base point|point_viewcontrol}} It is a camera entity that controls the player's view. While it's active, the player will see out of the camera.
{{base_point}}[[Category:GUI Entities]][[Category:Vehicle Entities]][[Category:Camera]]


== Entity description ==
{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}}
A camera entity that controls the player's view. While it's active, the player will see out of the camera.
 
{{note|This class appears to have some bugs. Please see its [[talk:point_viewcontrol| discussion]] page for notes.}}


== Availability ==
{{bug|This class appears to have some. Please see its [[talk:point_viewcontrol| discussion]] page for notes.}}
{{in game|point}} {{game-base}}.
{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}}


== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Entity to Look At|target_destination|Name of the entity that the camera should point at and track while active.}}
* {{KV Parentname with warning}}
{{KV|Target Attachment Name|string|If set, the camera will focus on the specified attachment on the 'Entity to Look At'.}}
* {{KV Angles}}
{{KV|Hold Time|integer|The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.}}
* '''target'''
{{KV|Path Corner|target_destination|The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.}}
: <target_destination> Name of the entity that the camera should point at and track while active.
{{KV|Interpolate Position To Player|boolean|Gradually interpolate player's position to here on start. (Episodic only)}}
* '''targetattachment'''
{{KV|Initial Speed|string|The starting speed that the camera moves at, if it's on a path track.}}
: <string> If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
{{KV|Acceleration units/sec^2|string|The speed at which the camera accelerates to path corner's desired speeds.}}
* '''wait'''
{{KV|Stop Deceleration units/sec^2|string|The speed at which the camera decelerates to path corner's desired speeds.}}
: <integer> The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.
{{KV Targetname}}
* '''moveto'''
{{KV Angles}}
: <target_destination> The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.
{{KV Parentname}}
* '''speed'''
: <integer> The starting speed that the camera moves at, if it's on a path track.
* '''acceleration'''
: <integer> The speed at which the camera accelerates to path corner's desired speeds.
* '''deceleration'''
: <integer> The speed at which the camera decelerates to path corner's desired speeds.
* '''interpolatepositiontoplayer'''
:<choices> Gradually interpolate player's position to here on start. (Episodic only)


== Flags ==
== Flags ==
* 1 : Start At Player (Start the camera at the player's position. This is kind of buggy, because it breaks the camera movement if the player is still moving when this is activated.)
* 1 : Start At Player
* 2 : Follow Player.  (This is the same as if you set the lookat target to !player.)
: Start the camera at the player's position. This is kind of buggy, because it breaks the camera movement if the player is still moving when this is activated.
* 4 : Freeze Player   (Stop recognizing input from the player.)
* 2 : Follow Player
* 8 : Infinite Hold Time (Ignore the hold time, and stay activated until explicitly disabled.)
: This is the same as if you set the lookat target to !player.
* 4 : Freeze Player
: Stop recognizing input from the player.
* 8 : Infinite Hold Time
: Ignore the hold time, and stay activated until explicitly disabled.
* 16 : Snap to goal angles
* 16 : Snap to goal angles
* 32 : Make Player non-solid
* 32 : Make Player non-solid
* 64 : Interruptable by Player (If the player presses +Use, disable.)
* 64 : Interruptable by Player
: If the player presses +Use, disable.


== Inputs ==
== Inputs ==
* {{I Targetname}}
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
* {{I Parentname}}
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
* '''Enable'''
{{I Targetname}}
: Enable the point_viewcontrol, and start controlling the player's view.
{{I Parentname}}
* '''Disable'''
: Disable the point_viewcontrol, and stop controlling the player's view.


== Outputs ==
== Outputs ==
* {{O Targetname}}
{{IO|OnEndFollow|Fired when the point_viewcontrol deactivates, due to the <code>Disable</code> input being received, the Entity to Look At being destroyed, or the Hold Time expiring.}}
* '''OnEndFollow'''
{{O Targetname}}
: Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring.
 
[[Category:GUI Entities]]
[[Category:Vehicle Entities]]
[[Category:Camera]]

Revision as of 14:02, 28 July 2011

Template:Base point It is a camera entity that controls the player's view. While it's active, the player will see out of the camera.

Template:In code

Icon-Bug.pngBug:This class appears to have some. Please see its discussion page for notes.  [todo tested in ?]

Keyvalues

Entity to Look At ([todo internal name (i)]) <targetname>
Name of the entity that the camera should point at and track while active.
Target Attachment Name ([todo internal name (i)]) <string>
If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
Hold Time ([todo internal name (i)]) <integer>
The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.
Path Corner ([todo internal name (i)]) <targetname>
The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.
Interpolate Position To Player ([todo internal name (i)]) <boolean>
Gradually interpolate player's position to here on start. (Episodic only)
Initial Speed ([todo internal name (i)]) <string>
The starting speed that the camera moves at, if it's on a path track.
Acceleration units/sec^2 ([todo internal name (i)]) <string>
The speed at which the camera accelerates to path corner's desired speeds.
Stop Deceleration units/sec^2 ([todo internal name (i)]) <string>
The speed at which the camera decelerates to path corner's desired speeds.
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

Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.

Flags

  • 1 : Start At Player
Start the camera at the player's position. This is kind of buggy, because it breaks the camera movement if the player is still moving when this is activated.
  • 2 : Follow Player
This is the same as if you set the lookat target to !player.
  • 4 : Freeze Player
Stop recognizing input from the player.
  • 8 : Infinite Hold Time
Ignore the hold time, and stay activated until explicitly disabled.
  • 16 : Snap to goal angles
  • 32 : Make Player non-solid
  • 64 : Interruptable by Player
If the player presses +Use, disable.

Inputs

Enable
Enable the point_viewcontrol, and start controlling the player's view.
Disable
Disable the point_viewcontrol, and stop controlling the player's view.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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 point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring.