Point camera: Difference between revisions

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(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 }}
{{confirm|{{portal2}} The camera has issues with rendering when passing through portals, the camera must be switched off to fix this issue. [https://www.youtube.com/embed/oJCAPLYHHnM Demonstration]. (This may be an unrelated issue caused by [[leak]]s, or may be hardware-specific.)}}
{{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 brush 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.
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

Point viewcontrol.png

Template:Base point

Note.pngNote:This entity is missing from Counter-Strike: Global OffensiveInsurgencyLeft 4 Dead 2 FGDs. Left 4 Dead 2 uses point_viewcontrol_survivor for each survivor, or point_viewcontrol_multiplayer for all survivors at once instead
Icon-Bug.pngBug:Team Fortress 2 The camera fails to render anything, making it useless along with func_monitor.  [todo tested in ?]

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 or target).
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.


UseScreenAspectRatio ([todo internal name (i)]) <boolean>


fogEnable ([todo internal name (i)]) <boolean>


fogColor ([todo internal name (i)]) <color>
The fog color.


fogStart ([todo internal name (i)]) <float>
The near fog plane.


fogEnd ([todo internal name (i)]) <float>
The far fog/clipping plane.

Flags

  • 1: Start Off

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.


ChangeFOV <stringRedirectInput/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.