point_viewcontrol_survivor

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Revision as of 00:11, 3 April 2024 by MrFunreal (talk | contribs) (added a link to a guide on how to make the actual intro camera, because this page was linked on the "level creation" page, despite not actually teaching how to make intro cameras.)
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C++ Class hierarchy
CSurvivorCamera
CMoveableCamera
CBaseEntity

point_viewcontrol_survivor is an e0 available in Left 4 Dead seriesLeft 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.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 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. parentname or target).
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 <targetnameRedirectInput/string>
If a survivor is assigned to this position, set his view to targetted point_viewcontrol* entity

See also