Point viewcontrol survivor: Difference between revisions
		
		
		
		
		
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 Note: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.
Note: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:Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.
Warning:Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.
		
	
| m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | m (Substituted IO templates) | ||
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| == Inputs == | == Inputs == | ||
| {{ | {{I|Enable|Enable the point_viewcontrol_survivor. If the activator is a survivor, then start controlling his view. Otherwise, start controlling all players' views.}} | ||
| {{ | {{I|Disable|Disable the point_viewcontrol_survivor. If the activator is a survivor, then stop controlling his view. Otherwise, stop controlling all players' views.}} | ||
| {{ | {{I|StartMovement|Start the movement to first-person view.}} | ||
| === Related inputs of [[info_survivor_position]] === | === Related inputs of [[info_survivor_position]] === | ||
| {{ | {{I|SetViewControl|If a survivor is assigned to this position, set his view to targetted <code>point_viewcontrol*</code> entity|param=target}} | ||
| == See also == | == See also == | ||
| * [[point_viewcontrol_multiplayer]] | * [[point_viewcontrol_multiplayer]] | ||
Latest revision as of 11:13, 21 April 2025
|  Class hierarchy | 
|---|
| CSurvivorCamera | 
point_viewcontrol_survivor  is a   point entity  available in 
 Left 4 Dead series.
 Left 4 Dead series.
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.
If you seek a guide on how to use this entity to create an intro just like Valve does, you may find one here, which includes a prefab to animate a path in blender as well.
 Note: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.
Note: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:Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.
Warning:Do not use the Enable input of this entity if the activator is not a survivor, or it will function as a global camera that effects every survivor.Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Field of view (fov) <float>
- Player FOV (if Set FOV spawnflag is set)
- Seconds to reach FOV target (fov_rate) <float>
- Amount of time it should take to reach the specified FOV
- Pitch Yaw Roll (Y Z X) (Angles) <angles>
- View angles player will have when this camera controls their view.
Flags
- Disable when move finished : [1]
- Set FOV : [2]
Inputs
- Enable
- Enable the point_viewcontrol_survivor. If the activator is a survivor, then start controlling his view. Otherwise, start controlling all players' views.
- Disable
- Disable the point_viewcontrol_survivor. If the activator is a survivor, then stop controlling his view. Otherwise, stop controlling all players' views.
- StartMovement
- Start the movement to first-person view.
Related inputs of info_survivor_position
- SetViewControl <targetname>
- If a survivor is assigned to this position, set his view to targetted point_viewcontrol*entity

























