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, or it will function as a global camera that effects every survivor.
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(-intn, notoc, input desc) |
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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.}} | {{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, or it will function as a global camera that effects every survivor.}} | {{Warning|Do not use the enable input of this entity, or it will function as a global camera that effects every survivor.}} | ||
__NOTOC__ | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV|Field of view|intn=fov|float|Player FOV (if Set FOV spawnflag is set)}} | |||
{{KV|Seconds to reach FOV target|intn=fov_rate|float|Amount of time it should take to reach the specified FOV}} | |||
{{KV Angles}} | {{KV Angles}} | ||
{{KV Parentname}} | {{KV Parentname}} | ||
Line 19: | Line 19: | ||
== Inputs == | == Inputs == | ||
{{IO|Enable|Enable the | {{IO|Enable|Enable the point_viewcontrol_survivor, and start controlling all players' views.}} | ||
{{IO|Disable|Disable the | {{IO|Disable|Disable the point_viewcontrol_survivor, and stop controlling all players' views.}} | ||
{{IO|StartMovement|Start the movement to first-person view.}} | {{IO|StartMovement|Start the movement to first-person view.}} | ||
{{I Parentname}} | {{I Parentname}} |
Revision as of 17:48, 2 September 2023
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CSurvivorCamera |
Template: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.
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.


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) <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
- Disable when move finished : [1]
- Set FOV : [2]
Inputs
- Enable
- Enable the point_viewcontrol_survivor, and start controlling all players' views.
- Disable
- Disable the point_viewcontrol_survivor, and stop controlling all players' views.
- StartMovement
- Start the movement to first-person view.
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.