Point camera: Difference between revisions
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Note:This entity is missing from 

FGDs.
uses point_viewcontrol_survivor for each survivor, or point_viewcontrol_multiplayer for all survivors at once instead
Bug:
The camera fails to render anything, making it useless along with func_monitor. [todo tested in ?]
(I can't reproduce this) |
(Bug doesn't seem to exist, and info_camera_link isn't restricted to brush entities) |
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{{note|This entity is missing from {{csgo}}{{insurgency}}{{l4d2}} FGDs. {{l4d2}} uses [[point_viewcontrol_survivor]] for each survivor, or [[point_viewcontrol_multiplayer]] for all survivors at once instead }} | {{note|This entity is missing from {{csgo}}{{insurgency}}{{l4d2}} FGDs. {{l4d2}} uses [[point_viewcontrol_survivor]] for each survivor, or [[point_viewcontrol_multiplayer]] for all survivors at once instead }} | ||
{{bug|{{tf2}} The camera fails to render anything, making it useless along with [[func_monitor]].}} | {{bug|{{tf2}} The camera fails to render anything, making it useless along with [[func_monitor]].}} | ||
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== Entity Description == | == Entity Description == | ||
The view of this camera entity can be output in realtime to a [[func_monitor]]'s monitor surface, or alternatively (using [[info_camera_link]]) to any named | The view of this camera entity can be output in realtime to a [[func_monitor]]'s monitor surface, or alternatively (using [[info_camera_link]]) to any named entity using the correct monitor texture. Active cameras require one render texture each. The mod default total number of render textures is one, so unless it is used in a mod with an increased limit, only one camera can be active at any time. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 10:37, 12 July 2020







Entity Description
The view of this camera entity can be output in realtime to a func_monitor's monitor surface, or alternatively (using info_camera_link) to any named entity using the correct monitor texture. Active cameras require one render texture each. The mod default total number of render textures is one, so unless it is used in a mod with an increased limit, only one camera can be active at any time.
Keyvalues
- 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
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.
- 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.
- FOV ([todo internal name (i)]) <float>
- Field of view in degrees. 90 is a good starting point for a decent view. Lower value is narrower and a larger value is a wider view.
Flags
- 1: Start Off
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.
- ChangeFOV <string >
- Changes camera's FOV over time
Format:<Target FOV> <Time>
- SetOnAndTurnOthersOff
- Turn the camera on, and turn all other cameras off.
- SetOn
- Turn the camera on.
- SetOff
- Turn the camera off.