Infra camera

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Revision as of 13:23, 31 July 2023 by Equalizer5118 (talk | contribs) (Created page with "{{entity|infra_camera|type=e0|game=INFRA}} It is the entity that represents the camera used by the player throughout the game. ==KeyValues== {{KV Targetname}} {{KV BaseFadePro...")
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Template:Entity It is the entity that represents the camera used by the player throughout the game.

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

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Spawnflags

Start Constrained : [1]
Note.pngNote:Prevents the model from moving.
Icon-Bug.pngBug:Unparenting unconstrained weapons will corrupt its position.  [todo tested in ?]
Deny player pickup (reserve for NPC) : [2]
Not puntable by Gravity Gun : [4]

Inputs

Outputs