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Revision as of 13:12, 24 August 2018 by Ficool2 (talk | contribs) (Fixed some horrible descriptions)
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point_camera is a point entity available in all Source games.

Note.png Note: This entity is missing from <Counter-Strike: Global Offensive><Insurgency> FGDs.
Bug.png 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.png 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> (in all games since <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> (in all games since <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.png 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.