Npc security camera: Difference between revisions
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Note:npc_security_camera will not collide with the player or physical entities while alive.
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TeamSpen210 (talk | contribs) (Better description of inputs.) |
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==Inputs== | ==Inputs== | ||
{{IO|Toggle|Toggle | {{IO|Toggle|Toggle between ignoring and watching players.}} | ||
{{IO|Ragdoll| | {{IO|Enable|Start following players or pings.}} | ||
{{IO|LookAtBlue|Make the camera only follow | {{IO|Disable|Ignore all players and pings.}} | ||
{{IO|LookAtOrange|Make the camera only follow | {{IO|Ragdoll|Knock the camera off the wall.}} | ||
{{IO|LookAllTeams|Make the camera follow all players.|since=P2}} | {{IO|LookAtBlue|Make the camera only follow ATLAS or their pings.|since=P2}} | ||
{{IO|LookAtOrange|Make the camera only follow P-Body or their pings.|since=P2}} | |||
{{IO|LookAllTeams|Make the camera follow all players or their pings.|since=P2}} | |||
{{I Targetname}} | {{I Targetname}} | ||
==Outputs== | ==Outputs== |
Revision as of 19:26, 10 September 2014
Template:Portal series point It spawns a security camera.

Keyvalues
- Look at co-op player's pings instead ([todo internal name (i)]) <boolean> (in all games since
)
- Instead of tracking the player, looks at the location of where a playing in co-op mode has placed his look marker. (co-op mode only)
- Team Pings to Observe ([todo internal name (i)]) <choices> (in all games since
)
- Which team's pings to look at.
- 1 : Both
- 2 : Orange
- 3 : Blue
- Which team to follow ([todo internal name (i)]) <choices> (in all games since
)
- Which team the camera should follow.
- 0 : Both
- 2 : Orange
- 3 : Blue
- 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
- 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.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Flags
- 32: Autostart
Inputs
- Toggle
- Toggle between ignoring and watching players.
- Enable
- Start following players or pings.
- Disable
- Ignore all players and pings.
- Ragdoll
- Knock the camera off the wall.
- LookAtBlue (in all games since
)
- Make the camera only follow ATLAS or their pings.
- LookAtOrange (in all games since
)
- Make the camera only follow P-Body or their pings.
- LookAllTeams (in all games since
)
- Make the camera follow all players or their pings.
Outputs
- OnDeploy
- Camera is becoming active and dangerous.
- OnRetire
- Camera is becoming inactive and harmless.
- OnTaunted (in all games since
)
- This output will fire when any co-op player STARTS taunting the camera.
- OnTauntedBlue (in all games since
)
- This output will fire when a co-op player on the BLUE team STARTS taunting the camera.
- OnTauntedOrange (in all games since
)
- This output will fire when a co-op player on the ORANGE team STARTS taunting the camera.
- OnTauntedFinished (in all games since
)
- This output will fire when any co-op player FINISHES taunting the camera.
- OnTauntedBlueFinished (in all games since
)
- This output will fire when a co-op player on the BLUE team FINISHES taunting the camera.
- OnTauntedOrangeFinished (in all games since
)
- This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera.