Difference between revisions of "Point camera"

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m (removed {{DISPLAYTITLE}}, covered by the base point template)
(Fixed some horrible descriptions)
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{{base point|point_camera}}
{{base point|point_camera}}
{{bug|This entity is missing from {{csgo}}{{insurgency}} FGDs.}}
{{note|This entity is missing from {{csgo}}{{insurgency}} FGDs.}}
{{bug|[[File:Portal2-16px.png|link=Portal 2|alt=[Portal 2]]] If you have a point_camera in your map and the models are disappearing and reappearing in the areas around it when you pass thru the portals, is because your point_camera is set on all the time and is trying to render only the models on her FOV, to fix this you just need to switch off the point_camera entity every time you exit the area where the tied [[func_monitor]] are. }} [https://www.youtube.com/watch?v=oJCAPLYHHnM Click here to see an example of the bug.]
{{bug|{{portal2}} The camera has issues with rendering when passing through portals, the camera must be switched off to fix this issue. [https://www.youtube.com/embed/oJCAPLYHHnM Demonstration].}}
{{bug|{{tf2}} The camera fails to render anything except entities with a [[tf_glow]] entity applied.}}
== Entity Description ==
== Entity Description ==
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{{KV|fogColor|color|Fog Color}}
{{KV|fogColor|color|The fog color.}}
{{KV|fogStart|float|The near fog plane.}}
{{KV|fogStart|float|The near fog plane.}}

Revision as of 21:12, 24 August 2018

point_camera is a point entity available in all Source games.

Note:This entity is missing from <Counter-Strike: Global Offensive><Insurgency> FGDs.
Bug: [Portal 2] The camera has issues with rendering when passing through portals, the camera must be switched off to fix this issue. Demonstration.
Bug: <Team Fortress 2> The camera fails to render anything except entities with a tf_glow entity applied.

Entity Description

The view of this camera entity can be output in realtime to a func_monitor's monitor surface, or alternatively (using info_camera_link) to any named brush entity using the correct monitor texture. Active cameras require one render texture each. The mod default total number of render textures is one, so unless it is used in a mod with an increased limit, only one camera can be active at any time.



Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


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) <angle>
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 <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 <boolean>
fogEnable <boolean>
fogColor <color>
The fog color.
fogStart <float>
The near fog plane.
fogEnd <float>
The far fog/clipping plane.


  • 1: Start Off



SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <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 <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
ChangeFOV <string>
Changes camera's FOV over time
Format: <Target FOV> <Time>
Turn the camera on, and turn all other cameras off.
Turn the camera on.
Turn the camera off.