Point deathfall camera: Difference between revisions

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(simple point_deathview_camera article online)
 
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{{l4d series point|point_deathfall_camera}}. It is a camera entity that players falling to their deaths look through.
{{l4d series point|point_deathfall_camera}}. It is a camera entity that players falling to their deaths look through.
{{stub}}
 
== Keyvalues ==
== Keyvalues ==
{{KV|Field of view|float|Player FOV}}
{{KV|Seconds to reach FOV target|float|Amount of time it should take to reach the specified FOV}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Angles}}
{{KV Parentname}}
{{KV Parentname}}
*;Field of View <code><[[float]]></code>
 
:Player FOV
*;Seconds to reach FOV target <code><[[float]]></code>
:Amount of time it should take to reach the specified FOV
== Inputs ==
== Inputs ==
{{I Targetname}}
{{I Targetname}}
{{I Parentname}}
{{I Parentname}}
== Outputs ==
== Outputs ==
{{O Targetname}}
{{O Targetname}}
== Flags ==
 
There are no flags.
== See also ==
== See also ==
*[[point_viewcontrol]]
*[[point_viewcontrol]]
*[[point_viewcontrol_multiplayer]]
*[[point_viewcontrol_multiplayer]]
*[[point_viewcontrol_survivor]]
*[[point_viewcontrol_survivor]]
== External links ==

Revision as of 07:50, 12 August 2011

Template:L4d series point. It is a camera entity that players falling to their deaths look through.

Keyvalues

Field of view ([todo internal name (i)]) <float>
Player FOV
Seconds to reach FOV target ([todo internal name (i)]) <float>
Amount of time it should take to reach the specified FOV
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.

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.

Outputs

See also