Point viewproxy: Difference between revisions

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{{portal2 point|point_viewproxy}}
{{portal2 point|point_viewproxy}}
{{stub}}


==Entity description==
A special kind of [[point_viewcontrol]] that allows the player to move, with the camera duplicating the movement of the player.
A special kind of [[point_viewcontrol]] that allows the player to move, with the camera duplicating the movement of the player.


This was used in the intro of the single player campaign in portal 2 to separate the player view geometry from the player collision geometry while still allowing the player to move in the moving room.{{confirm|educated guess}}
This was used in the intro of the single player campaign in portal 2 to separate the player view geometry from the player collision geometry while still allowing the player to move in the moving room.{{confirm|educated guess}}
==Keyvalues==
{{KV Targetname}}
{{KV Angles}}
{{KV|Use Fake Acceleration|boolean}}
{{KV|Acceleration Scalar|float}}
{{KV|Tilt Fraction|float}}
{{KV|Ease Angles to Camera|boolean}}
{{KV|Spawn Flags|integer}}
{{KV|Offset Type|integer}}
{{KV|Skew Acceleration Forward|boolean}}
==Flags==
* 1 : Start At Player
==Inputs==
{{I Targetname}}
{{I Angles}}
{{IO|Enable|Enable the point_viewproxy, and start controlling the player's view.}}
{{IO|Disable|Disable the point_viewproxy, and stop controlling the player's view.}}
==Outputs==
{{O Targetname}}

Revision as of 01:42, 5 May 2011

Template:Portal2 point

Entity description

A special kind of point_viewcontrol that allows the player to move, with the camera duplicating the movement of the player.

This was used in the intro of the single player campaign in portal 2 to separate the player view geometry from the player collision geometry while still allowing the player to move in the moving room.

Confirm:educated guess

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.
Use Fake Acceleration ([todo internal name (i)]) <boolean>
Acceleration Scalar ([todo internal name (i)]) <float>
Tilt Fraction ([todo internal name (i)]) <float>
Ease Angles to Camera ([todo internal name (i)]) <boolean>
Spawn Flags ([todo internal name (i)]) <integer>
Offset Type ([todo internal name (i)]) <integer>
Skew Acceleration Forward ([todo internal name (i)]) <boolean>

Flags

  • 1 : Start At Player

Inputs

Template:I Angles

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

Outputs