Point viewcontrol multiplayer: Difference between revisions

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(Created page with '{{l4d point|point_viewcontrol_multiplayer}}<br> {{l4d2 point|point_viewcontrol_multiplayer}} {{stub}} == Entity description == A camera entity that controls all players' views. …')
 
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{{l4d point|point_viewcontrol_multiplayer}}<br>
{{l4d series point|point_viewcontrol_multiplayer}}
{{l4d2 point|point_viewcontrol_multiplayer}}
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Revision as of 07:53, 25 July 2010

Template:L4d series point

Stub

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Entity description

A camera entity that controls all players' views. While it's active, the players will see out of the camera.

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

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.
  • fov:
Field of view <float>
Player FOV
  • fov_rate:
Seconds to reach FOV target <float>
Amount of time it should take to reach the specified FOV
  • target_entity:
Target Entity <target_destination>
Entity to move to. (End of move will match origin and angles).
  • interp_time:
Seconds to reach target entity <float>
Amount of time it should take to reach the target entity's origin and angles.

Flags

  • Disable when move finished
  • Set FOV

Inputs

StartMovement
Start the movement to the target entity.


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.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

See also

External links