npc_security_camera
		
		
		
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npc_security_camera  is an   e0  available in 
 Portal series. It spawns a security camera.
Keyvalues
- Look at co-op player's pings instead ([todo internal name (i)])  <boolean> (in all games since 
) - Instead of tracking the player, looks at the location of where a playing in co-op mode has placed his look marker. (co-op mode only)
 
- Team Pings to Observe ([todo internal name (i)])  <choices> (in all games since 
) - Which team's pings to look at.
- 1 : Both
 - 2 : Orange
 - 3 : Blue
 
 
- Which team to follow ([todo internal name (i)])  <choices> (in all games since 
) - Which team the camera should follow.
- 0 : Both
 - 2 : Orange
 - 3 : Blue
 
 
- 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 
- 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.
 
- World Model (model) <model path>
 - The model this entity should appear as. 128-character limit.
 - Skin (skin) <integer>
 - Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code. 
Tip:Hammer's model browser automatically updates this value if you use it to view different skins. 
- Model Scale (modelscale)  <float> (in all games since 
) (also in 
) - A multiplier for the size of the model.
 
Tip:In 
 Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
 - Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. 
Note:If both bodyandSetBodyGroupare present (even if set to 0),bodywill be prioritized. 
- Sequence (sequence) <integer> !FGD
 - Default animation sequence for the model to be playing after spawning. May be overridden by game code.
 
- Lighting Origin (lightingorigin) <targetname>
 - Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
 
Shadow:
- Disable Shadows (disableshadows) <boolean>
 - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
 
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
 - Prevent the entity from receiving dynamic shadows on itself.
 
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
 - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
 - Disable Shadow Depth (disableshadowdepth)  <boolean> (in all games since 
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
 
- Disable flashlight (disableflashlight)  <boolean> (in all games since 
) - Used to disable projected texture lighting and shadows on this entity.
 
- Projected Texture Cache (shadowdepthnocache)  <integer choices> (in all games since 
) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
 
Choices - 0 : Default
 - 1 : No cache - render every frame
 - 2 : Cache it - render only once
 
- Render in Fast Reflections (drawinfastreflection)  <boolean> (in all games since 
) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies 
$reflectonlymarkedentities) and in the world impostor pass. 
Flags
- Autostart : [32]
 
Inputs
- Toggle
 - Toggle between ignoring and watching players.
 
- Enable
 - Start following players or pings.
 
- Disable
 - Ignore all players and pings.
 
- Ragdoll
 - Knock the camera off the wall.
 
- LookAtBlue   (in all games since 
) - Make the camera only follow ATLAS or their pings.
 
- LookAtOrange   (in all games since 
) - Make the camera only follow P-Body or their pings.
 
- LookAllTeams   (in all games since 
) - Make the camera follow all players or their pings.
 
Outputs
- OnDeploy
 - Camera is becoming active and dangerous.
 
- OnRetire
 - Camera is becoming inactive and harmless.
 
- OnTaunted   (in all games since 
) - This output will fire when any co-op player STARTS taunting the camera.
 
- OnTauntedBlue   (in all games since 
) - This output will fire when a co-op player on the BLUE team STARTS taunting the camera.
 
- OnTauntedOrange   (in all games since 
) - This output will fire when a co-op player on the ORANGE team STARTS taunting the camera.
 
- OnTauntedFinished   (in all games since 
) - This output will fire when any co-op player FINISHES taunting the camera.
 
- OnTauntedBlueFinished   (in all games since 
) - This output will fire when a co-op player on the BLUE team FINISHES taunting the camera.
 
- OnTauntedOrangeFinished   (in all games since 
) - This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera.