Point viewcontrol: Difference between revisions
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Note:This entity has many problems. See the discussion page for full descriptions and fixes.
Note:Players will be invincible while under control of a camera.
Bug:The camera doesn't follow its path correctly. It will not follow paths at all if it doesn't have an
Bug:The camera ignores the
Bug:The camera fails to function when parented, logic_measure_movement can be used as a workaround. [todo tested in ?]
Bug:If the camera is killed while active, or the player suicides, the camera will be stuck permanently on the player's screen. The only fix afterwards is for the player to reconnect to the server. [todo tested in ?]
Bug:Breaks the camera movement if the player was still moving when the camera activated. [todo tested in ?]
Bug:Causes camera issues in multiplayer. [todo tested in ?]
mNo edit summary |
(Put a shortened bug list onto the page, added more bugs and some notes, fixed some grammar) |
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{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}} | {{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}} | ||
{{ | {{note|This entity has many problems. See the [[talk:point_viewcontrol| discussion]] page for full descriptions and fixes.}} | ||
{{note|Players will be invincible while under control of a camera.}} | |||
{{bug|The camera doesn't follow its path correctly. It will not follow paths at all if it doesn't have an <code>Entity to Look At</code> set.}} | |||
{{bug|The camera ignores the <code>New Train Speed</code> keyvalue and <code>Teleport to THIS path_corner</code> spawnflag on [[path_track]]s.}} | |||
{{bug|The camera fails to function when parented, [[logic_measure_movement]] can be used as a workaround.}} | |||
{{bug|If the camera is killed while active, or the player suicides, the camera will be stuck permanently on the player's screen. The only fix afterwards is for the player to reconnect to the server.}} | |||
== Keyvalues == | == Keyvalues == | ||
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{{KV|Tracking Speed of the camera|float|The speed that the camera tries to follow it's look target.|since=P2}} | {{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=AS}} {{Not in FGD}} | {{KV|FOV|float|The FOV when using this camera.|since=AS}} {{Not in FGD}} | ||
{{KV|FOV rate|float|How fast we change to the new | {{KV|FOV rate|float|How fast we change to the new FOV.|since=AS}} {{Not in FGD}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Angles}} | {{KV Angles}} | ||
== Flags == | == Flags == | ||
* 1 : Start At Player | * 1 : Start At Player | ||
: Start the camera at the player's position. | : Start the camera at the player's position. | ||
{{bug|Breaks the camera movement if the player was still moving when the camera activated.}} | |||
* 2 : Follow Player | * 2 : Follow Player | ||
: This is the same as if you set the lookat target to !player. | : This is the same as if you set the lookat target to !player. | ||
{{bug|Causes camera issues in multiplayer.}} | |||
* 4 : Freeze Player | * 4 : Freeze Player | ||
: Stop recognizing input from the player. | : Stop recognizing input from the player. | ||
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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 | * 128 : Set FOV {{AS add}} {{Not in FGD}} (in ''Synergy'' this flag makes the point_viewcontrol work on all players) | ||
== Inputs == | == Inputs == | ||
Line 49: | Line 55: | ||
== Outputs == | == Outputs == | ||
{{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.}} | {{IO|OnEndFollow|Fired when the point_viewcontrol deactivates, due to the <code>Disable</code> input being received, the <code>Entity to Look At</code> being destroyed, or the <code>Hold Time</code> expiring.}} | ||
{{O Targetname}} | {{O Targetname}} | ||
Revision as of 11:46, 1 September 2018
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.



Entity to Look At
set. [todo tested in ?]
New Train Speed
keyvalue and Teleport to THIS path_corner
spawnflag on path_tracks. [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
)
- The speed that the camera tries to follow it's look target.
- FOV rate ([todo internal name (i)]) <float> (in all games since
)
- How fast we change to the new FOV. !FGD
- 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
- 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.
Flags
- 1 : Start At Player
- Start the camera at the player's position.

- 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.
- 128 : Set FOV Template:AS add !FGD (in Synergy this flag makes the point_viewcontrol work on all players)
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.
- SetTargetAttachment <string > (in all games since
)
- Set a new attachment on the target for the camera to point at.
- ReturnToEyes (in all games since
)
- Return the camera view to the player's eyes.
- TeleportToView (in all games since
)
- Teleport the player to the current position of the camera.
- SetTrackSpeed <float > (in all games since
)
- Set the speed that the camera will try to track it's target.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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, theEntity to Look At
being destroyed, or theHold Time
expiring.