Npc security camera: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(Better description of inputs.)
Line 23: Line 23:


==Inputs==
==Inputs==
{{IO|Toggle|Toggle - If open, close. If closed, open.}}
{{IO|Toggle|Toggle between ignoring and watching players.}}
{{IO|Ragdoll|Disable and fall off the wall.}}
{{IO|Enable|Start following players or pings.}}
{{IO|LookAtBlue|Make the camera only follow players on the blue team.|since=P2}}
{{IO|Disable|Ignore all players and pings.}}
{{IO|LookAtOrange|Make the camera only follow players on the orange team.|since=P2}}
{{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}}
{{I EnableDisable}}


==Outputs==
==Outputs==

Revision as of 19:26, 10 September 2014

Security Camera.
Security Camera in Portal 2.

Template:Portal series point It spawns a security camera.

Note.pngNote:npc_security_camera will not collide with the player or physical entities while alive.

Keyvalues

Look at co-op player's pings instead ([todo internal name (i)]) <boolean> (in all games since Portal 2)
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 Portal 2)
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 Portal 2)
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 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.

CBaseAnimating:

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.pngTip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since Alien Swarm) (also in Source 2013)
A multiplier for the size of the model.
Tip.pngTip:In Hammer++ 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.pngNote: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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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 Portal 2)
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 Portal 2)
Make the camera only follow ATLAS or their pings.
LookAtOrange  (in all games since Portal 2)
Make the camera only follow P-Body or their pings.
LookAllTeams  (in all games since Portal 2)
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 Portal 2)
This output will fire when any co-op player STARTS taunting the camera.
OnTauntedBlue  (in all games since Portal 2)
This output will fire when a co-op player on the BLUE team STARTS taunting the camera.
OnTauntedOrange  (in all games since Portal 2)
This output will fire when a co-op player on the ORANGE team STARTS taunting the camera.
OnTauntedFinished  (in all games since Portal 2)
This output will fire when any co-op player FINISHES taunting the camera.
OnTauntedBlueFinished  (in all games since Portal 2)
This output will fire when a co-op player on the BLUE team FINISHES taunting the camera.
OnTauntedOrangeFinished  (in all games since Portal 2)
This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera.