point_camera

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Revision as of 11:28, 4 September 2023 by Theki (talk | contribs) (Theki moved page Point camera to Point camera/en)
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Point viewcontrol.png

Template:Entity It is a camera which outputs its view to the _rt_camera texture, which can be displayed using materials such as dev/dev_tvmonitor1a. The camera image will only update if a func_monitor or the entity specified in an info_camera_link is on-screen. Since there is normally only one camera render texture, only one camera can be active at a time unless a mod increases the limit.

Note.pngNote:This entity is missing from Counter-Strike: Global OffensiveInsurgencyLeft 4 Dead 2 FGDs. Left 4 Dead 2 uses point_viewcontrol_survivor for each survivor, or point_viewcontrol_multiplayer for all survivors at once instead.
Icon-Bug.pngBug:Portal 2 In Portal 2, having a point_camera active can cause objects to become invisible through portals.  [todo tested in ?]
PlacementTip.pngWorkaround:Disable r_portal_fastpath using a point_clientcommand, this allows cameras and several other portal-related things to work correctly.

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

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.


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.


FOV ([todo internal name (i)]) <float>
Field of view in degrees. 90 is a good starting point for a decent view. Lower value is narrower and a larger value is a wider view.


UseScreenAspectRatio ([todo internal name (i)]) <boolean>


fogEnable ([todo internal name (i)]) <boolean>


fogColor ([todo internal name (i)]) <color255>
The fog color.


fogStart ([todo internal name (i)]) <float>
The near fog plane.


fogEnd ([todo internal name (i)]) <float>
The far fog/clipping plane.

Flags

  • 1: Start Off

Inputs

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.


ChangeFOV <stringRedirectInput/string>
Changes camera's FOV over time
Format: <Target FOV> <Time>


SetOnAndTurnOthersOff
Turn the camera on, and turn all other cameras off.


SetOn
Turn the camera on.


SetOff
Turn the camera off.