Point viewcontrol: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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== Outputs ==
== Outputs ==
* {{o targetname}}
* {{O Targetname}}
* '''OnEndFollow'''
* '''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.
: 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.

Revision as of 20:08, 19 January 2009

Template:Wrongtitle Template:Base point

Entity description

A camera entity that controls the player's view. While it's active, the player will see out of the camera.

Note.pngNote:This class appears to have some bugs. Please see its discussion page for notes.

Availability

Template:In game Template:Game-base. Template:In code

Keyvalues

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

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.
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.
  • target
<target_destination> Name of the entity that the camera should point at and track while active.
  • targetattachment
<string> If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
  • wait
<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.
  • moveto
<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.
  • 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

  • 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

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

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.