Point viewcontrol survivor: Difference between revisions

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{{lang|Point viewcontrol survivor}}
{{lang|Point viewcontrol survivor}}
{{l4d series point|point_viewcontrol_survivor}}<br>
{{CD|CSurvivorCamera}}
{{entity|type=e0|series=Left 4 Dead|point_viewcontrol_survivor}}<br>
It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.<br>
It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.<br>
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" [[prop_dynamic]]. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" [[prop_dynamic]]. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.
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== Flags ==
== Flags ==
* 1 : Disable when move finished
{{fl|1|Disable when move finished}}
* 2 : Set FOV
{{fl|2|Set FOV}}


== Inputs ==
== Inputs ==
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{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
{{IO|StartMovement|Start the movement to first-person view.}}
{{IO|StartMovement|Start the movement to first-person view.}}
{{I Targetname}}
{{I Parentname}}
{{I Parentname}}
== Outputs ==
{{O Targetname}}


== See also ==
== See also ==
* [[point_viewcontrol_multiplayer]]
* [[point_viewcontrol_multiplayer]]

Revision as of 11:28, 3 August 2023

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C++ Class hierarchy
CSurvivorCamera
CMoveableCamera
CBaseEntity

Template:Entity
It is a survivor specific camera, that can be used to zoom the camera in from a 3rd person view begining at the cameras location, automatically towards the survivors head ending with a 1st person view.
Valve used this entity as an "intro" camera for the first map of every campaign, while the camera is a child of a "Ghostanim.mdl" prop_dynamic. This model has an attachment point which all four point_viewcontrol_multiplayer cameras (one for each player) follow.

Note.pngNote:Certain effects such as rain from a func_precipitation and the survivors flashlights do not display while cameras are in use. To get around the rain not appearing, use an info_particle_system set to rain_intro above the cameras view, disable it once your intro is finished.
Warning.pngWarning:Do not use the enable input of this entity, or it will function as a global camera that effects every survivor.

Keyvalues

Field of view ([todo internal name (i)]) <float>
Player FOV (if Set FOV spawnflag is set)
Seconds to reach FOV target ([todo internal name (i)]) <float>
Amount of time it should take to reach the specified FOV
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

Disable when move finished : [1]
Set FOV : [2]

Inputs

Enable
Enable the point_viewcontrol, and start controlling the player's view.
Disable
Disable the point_viewcontrol, and stop controlling the player's view.
StartMovement
Start the movement to first-person view.
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.

See also