Point viewcontrol survivor: Difference between revisions

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{{wrongtitle|title=point_viewcontrol_survivor}}
{{l4d series point|point_viewcontrol_survivor}} 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. Useful when used in conjuction with a point_viewcontrol_multiplayer for professional looking campaign intro scenes.
{{l4d series point|point_viewcontrol_survivor}}
{{stub}}
 
== 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.}}
{{Tip|Parenting this camera to a [[point_viewcontrol_multiplayer]] allows you to seemlessly transition from the introduction camera every survivor sees, to individual cameras that then branch off and zoom into each characters head.}}
{{Tip|Parenting this camera to a [[point_viewcontrol_multiplayer]] allows you to seemlessly transition from the introduction camera every survivor sees, to individual cameras that then branch off and zoom into each characters head.}}
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== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Field of view|float|Player FOV (if Set FOV spawnflag is set)}}
* {{KV Angles}}
{{KV|Seconds to reach FOV target|float|Amount of time it should take to reach the specified FOV}}
* {{KV Parentname}}
{{KV Targetname}}
* '''Field of view''' fov <float>
{{KV Angles}}
: Player FOV (if Set FOV spawnflag is set)
{{KV Parentname}}
* '''Seconds to reach FOV''' target fov_rate <float>
 
: Amount of time it should take to reach the specified FOV
== Flags ==
* '''spawnflags''' spawnflags <flags>
* 1 : Disable when move finished
* 2 : Set FOV


== Inputs ==
== Inputs ==
* '''Kill'''
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
: Removes the entity from the world.
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
 
{{IO|StartMovement|Start the movement to first-person view.}}
* '''KillHierarchy'''
{{I Targetname}}
: Removes this entity and all its children from the world.
{{I Parentname}}
 
* '''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.
{{Bug|Triggering '''Enable''' will cause this ent to ignore which survivor it is assigned to, and broadcast to every survivor. Use StartMovement instead, which auto enables the camera correctly.}}
 
* '''Disable'''
: Disable the point_viewcontrol, and stop controlling the player's view.
 
* '''StartMovement'''
: Start the movement to first-person view.


== Outputs ==
== Outputs ==
* '''OnUser1'''
{{O Targetname}}
: 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'''
: Fired when the entity is killed and removed from the game.


== See also ==
== See also ==
* [[point_viewcontrol_multiplayer]]
* [[point_viewcontrol_multiplayer]]
[[Category:Left 4 Dead Entities]]

Revision as of 08:07, 12 August 2011

Template:L4d series point 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. Useful when used in conjuction with a point_viewcontrol_multiplayer for professional looking campaign intro scenes.

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.
Tip.pngTip:Parenting this camera to a point_viewcontrol_multiplayer allows you to seemlessly transition from the introduction camera every survivor sees, to individual cameras that then branch off and zoom into each characters head.
Warning.pngWarning:Do not use the enable input of this entity, or it will function as a global camera that effects every survivor.

Keyvalues

Field of view ([todo internal name (i)]) <float>
Player FOV (if Set FOV spawnflag is set)
Seconds to reach FOV target ([todo internal name (i)]) <float>
Amount of time it should take to reach the specified FOV
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 : Disable when move finished
  • 2 : Set FOV

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.
StartMovement
Start the movement to first-person 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

See also