Point viewcontrol multiplayer: Difference between revisions

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m (entity available outside the l4d series)
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== See also ==
== See also ==
* [[point_viewcontrol_survivor]]
* [[point_viewcontrol_survivor]]
[[Category: Left 4 Dead Entities]][[Category: Point Entities]][[Category: Entities]]

Revision as of 10:14, 16 June 2019

point_viewcontrol_multiplayer is a point entity available since Left 4 DeadLeft4Dead. It is a camera that controls all players' views. While it's active, the players will see out of the camera.

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
Target Entity ([todo internal name (i)]) <targetname>
Entity to move to. (End of move will match origin and angles).
Seconds to reach target entity ([todo internal name (i)]) <float>
Amount of time it should take to reach the target entity's origin and angles.
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.

Flags

  • 1 : Disable when move finished
  • 2 : Set FOV

Inputs

Enable
Enable the point_viewcontrol_multiplayer, and start controlling the players' view.
Disable
Disable the point_viewcontrol_multiplayer, and stop controlling the players' view.
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.

Outputs

See also