Point viewcontrol: Difference between revisions

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(Cleanup)
(New keyvalues and inputs)
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{{KV|Acceleration units/sec^2|string|The speed at which the camera accelerates to path corner's desired speeds.}}
{{KV|Acceleration units/sec^2|string|The speed at which the camera accelerates to path corner's desired speeds.}}
{{KV|Stop Deceleration units/sec^2|string|The speed at which the camera decelerates to path corner's desired speeds.}}
{{KV|Stop Deceleration units/sec^2|string|The speed at which the camera decelerates to path corner's desired speeds.}}
{{KV|Tracking Speed of the camera|float|The speed that the camera tries to follow it's look target.|since=P2}}
{{KV|FOV|float|The FOV when using this camera.|since=P2}}
{{KV|FOV rate|float|How fast we change to the new fov.|since=P2}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
{{KV Angles}}
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* 64 : Interruptable by Player
* 64 : Interruptable by Player
: If the player presses +Use, disable.
: If the player presses +Use, disable.
* 128 : Set Fov {{P2 add}}


== Inputs ==
== Inputs ==
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
{{IO|SetTarget|Set a new target for the camera to point at.|param=string|since=P2}}
{{IO|SetTargetAttachment|Set a new attachment on the target for the camera to point at.|param=string|since=P2}}
{{IO|ReturnToEyes|Return the camera view to the player's eyes.|since=P2}}
{{IO|TeleportToView|Teleport the player to the current position of the camera.|since=P2}}
{{IO|SetTrackSpeed|Set the speed that the camera will try to track it's target.|param=float|since=P2}}
{{IO|SetPath|Have the camera start following a new path.|param=string|since=P2}}
{{I Targetname}}
{{I Targetname}}
{{I Parentname}}
{{I Parentname}}

Revision as of 06:44, 31 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.
Tracking Speed of the camera ([todo internal name (i)]) <float> (in all games since Portal 2)
The speed that the camera tries to follow it's look target.
FOV ([todo internal name (i)]) <float> (in all games since Portal 2)
The FOV when using this camera.
FOV rate ([todo internal name (i)]) <float> (in all games since Portal 2)
How fast we change to the new 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 : 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.
SetTarget <stringRedirectInput/string> (in all games since Portal 2)
Set a new target for the camera to point at.
SetTargetAttachment <stringRedirectInput/string> (in all games since Portal 2)
Set a new attachment on the target for the camera to point at.
ReturnToEyes  (in all games since Portal 2)
Return the camera view to the player's eyes.
TeleportToView  (in all games since Portal 2)
Teleport the player to the current position of the camera.
SetTrackSpeed <floatRedirectInput/float> (in all games since Portal 2)
Set the speed that the camera will try to track it's target.
SetPath <stringRedirectInput/string> (in all games since Portal 2)
Have the camera start following a new path.


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.