Difference between revisions of "Point viewcontrol"

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(The "FOV" and "FOV Rate" keyvalues exist in the Alien Swarm code, but have only been added to the FGD in Portal 2.)
(Added internal names for keyvalues, updated for Garry's Mod)
 
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[[File: point_viewcontrol.png | right | 300px]]
 
{{base point|point_viewcontrol}} It is a camera entity that controls the player's view. While it's active, the player will see out of the camera.
 
{{base point|point_viewcontrol}} It is a camera entity that controls the player's view. While it's active, the player will see out of the camera.
  
 
{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}}
 
{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}}
  
{{bug|This class appears to have some. Please see its [[talk:point_viewcontrol| discussion]] page for notes.}}
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{{note|This entity has many problems. See the [[talk:point_viewcontrol| discussion]] page for full descriptions and fixes.}}
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{{bug|The camera doesn't follow its path correctly. It will not follow paths at all if it doesn't have an <code>Entity to Look At</code> set.}}
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{{bug|The camera ignores the <code>New Train Speed</code> keyvalue and <code>Teleport to THIS path_corner</code> spawnflag on [[path_track]]s.}}
 +
{{bug|The camera fails to function when parented, [[logic_measure_movement]] can be used as a workaround.}}
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{{bug|If the camera is killed while active, or the player suicides, the camera will be stuck permanently on the player's screen. The only fix afterwards is for the player to reconnect to the server.}}
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__TOC__
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{{clr}}
  
 
== Keyvalues ==
 
== Keyvalues ==
{{KV|Entity to Look At|target_destination|Name of the entity that the camera should point at and track while active.}}
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{{KV|Entity to Look At|intn=target|target_destination|Name of the entity that the camera should point at and track while active.}}
{{KV|Target Attachment Name|string|If set, the camera will focus on the specified attachment on the 'Entity to Look At'.}}
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{{KV|Target Attachment Name|intn=targetattachment|string|If set, the camera will focus on the specified attachment on the 'Entity to Look At'.}}
{{KV|Hold Time|integer|The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.}}
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{{KV|Hold Time|intn=wait|integer|The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.}}
{{KV|Path Corner|target_destination|The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.}}
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{{KV|Path Corner|intn=moveto|target_destination|The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.}}
{{KV|Interpolate Position To Player|boolean|Gradually interpolate player's position to here on start. (Episodic only)}}
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{{KV|Interpolate Position To Player|intn=interpolatepositiontoplayer|boolean|Gradually interpolate player's position to here on start.|only={{hl2episodes}}}}
{{KV|Initial Speed|string|The starting speed that the camera moves at, if it's on a path track.}}
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{{KV|Initial Speed|intn=speed|string|The starting speed that the camera moves at, if it's on a path track.}}
{{KV|Acceleration units/sec^2|string|The speed at which the camera accelerates to path corner's desired speeds.}}
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{{KV|Acceleration units/sec^2|intn=acceleration|string|The speed at which the camera accelerates to path corner's desired speeds.}}
{{KV|Stop Deceleration units/sec^2|string|The speed at which the camera decelerates to path corner's desired speeds.}}
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{{KV|Stop Deceleration units/sec^2|intn=deceleration|string|The speed at which the camera decelerates to path corner's desired speeds.}}
{{KV|Tracking Speed of the camera|float|The speed that the camera tries to follow it's look target.|since=P2}}
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{{KV|FOV|intn=fov|float|The FOV when using this camera.
{{KV|FOV|float|The FOV when using this camera.|since=AS}} {{Not in FGD}}
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:{{note|Not present in {{as}}'s FGD, but present in all FGDs onward.}}|since={{as}}|also={{GMOD}}|nofgd=1}}
{{KV|FOV rate|float|How fast we change to the new fov.|since=AS}} {{Not in FGD}}
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{{KV|FOV rate|intn=fov_rate|float|How fast we change to the new FOV.
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:{{note|Not present in {{as}}'s FGD, but present in all FGDs onward.}}|since={{as}}|also={{GMOD}}|nofgd=1}}
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{{KV|Tracking Speed of the camera|intn=trackspeed|float|The speed that the camera tries to follow its look target.|since={{portal2}}|also={{GMOD}}}}
 
{{KV Targetname}}
 
{{KV Targetname}}
 
{{KV Angles}}
 
{{KV Angles}}
{{KV Parentname}}
 
  
 
== Flags ==
 
== Flags ==
* 1 : Start At Player
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{{Fl|1|Start At Player|Start the camera at the player's position. {{bug|Breaks the camera movement if the player was still moving when the camera activated.}}}}
: Start the camera at the player's position. This is kind of buggy, because it breaks the camera movement if the player is still moving when this is activated.
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{{Fl|2|Follow Player|This is the same as if you set the lookat target to !player. {{bug|Causes camera issues in multiplayer.}}}}
* 2 : Follow Player
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{{Fl|4|Freeze Player|Stop recognizing input from the player.}}
: This is the same as if you set the lookat target to !player.
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{{Fl|8|Infinite Hold Time|Ignore the hold time, and stay activated until explicitly disabled.}}
* 4 : Freeze Player
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{{Fl|16|Snap to goal angles}}
: Stop recognizing input from the player.
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{{Fl|32|Make Player non-solid}}
* 8 : Infinite Hold Time
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{{Fl|64|Interruptable by Player|If the player presses +Use, disable.}}
: Ignore the hold time, and stay activated until explicitly disabled.
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{{Fl|128|Set FOV|{{note|Not present in {{as}}'s FGD, but present in all FGDs onward.}}|since={{as}}|also={{GMOD}}|nofgd=1}}
* 16 : Snap to goal angles
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{{Fl|128|All Players|only={{synergy}}|Controls the view of all players. {{note|{{ent|point_viewcontrol_multiplayer}} can be used instead in {{Game link|Left 4 Dead}} and later.}}}}
* 32 : Make Player non-solid
 
* 64 : Interruptable by Player
 
: If the player presses +Use, disable.
 
* 128 : Set Fov {{AS add}} {{Not in FGD}}
 
  
 
== Inputs ==
 
== Inputs ==
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
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{{IO|Enable|Enable the <code>point_viewcontrol</code>, and start controlling the player's view.}}
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
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{{IO|Disable|Disable the <code>point_viewcontrol</code>, and stop controlling the player's view.}}
{{IO|SetTarget|Set a new target for the camera to point at.|param=string|since=P2}}
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{{IO|SetTarget|Set a new target for the camera to point at.|param=string|since={{portal2}}|also={{GMOD}}}}
{{IO|SetTargetAttachment|Set a new attachment on the target for the camera to point at.|param=string|since=P2}}
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{{IO|SetTargetAttachment|Set a new attachment on the target for the camera to point at.|param=string|since={{portal2}}|also={{GMOD}}}}
{{IO|ReturnToEyes|Return the camera view to the player's eyes.|since=P2}}
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{{IO|ReturnToEyes|Return the camera view to the player's eyes.|since={{portal2}}|also={{GMOD}}}}
{{IO|TeleportToView|Teleport the player to the current position of the camera.|since=P2}}
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{{IO|TeleportToView|Teleport the player to the current position of the camera.|since={{portal2}}|also={{GMOD}}}}
{{IO|SetTrackSpeed|Set the speed that the camera will try to track it's target.|param=float|since=P2}}
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{{IO|SetTrackSpeed|Set the speed that the camera will try to track it's target.|param=float|since={{portal2}}|also={{GMOD}}}}
{{IO|SetPath|Have the camera start following a new path.|param=string|since=P2}}
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{{IO|SetPath|Have the camera start following a new path.|param=string|since={{portal2}}|also={{GMOD}}}}
 
{{I Targetname}}
 
{{I Targetname}}
{{I Parentname}}
 
  
 
== Outputs ==
 
== Outputs ==
{{IO|OnEndFollow|Fired when the point_viewcontrol deactivates, due to the <code>Disable</code> input being received, the Entity to Look At being destroyed, or the Hold Time expiring.}}
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{{IO|OnEndFollow|Fired when the <code>point_viewcontrol</code> deactivates, due to the <code>Disable</code> input being received, the <code>Entity to Look At</code> being destroyed, or the <code>Hold Time</code> expiring.}}
 
{{O Targetname}}
 
{{O Targetname}}
  

Latest revision as of 14:12, 14 October 2020

Point viewcontrol.png

point_viewcontrol is a point entity available in all Source games. It is a camera entity that controls the player's view. While it's active, the player will see out of the camera.

In code it is represented by class CTriggerCamera, defined in triggers.cpp.

Note.png Note: This entity has many problems. See the discussion page for full descriptions and fixes.
Bug.png Bug: The camera doesn't follow its path correctly. It will not follow paths at all if it doesn't have an Entity to Look At set.
Bug.png Bug: The camera ignores the New Train Speed keyvalue and Teleport to THIS path_corner spawnflag on path_tracks.
Bug.png Bug: The camera fails to function when parented, logic_measure_movement can be used as a workaround.
Bug.png Bug: If the camera is killed while active, or the player suicides, the camera will be stuck permanently on the player's screen. The only fix afterwards is for the player to reconnect to the server.

Keyvalues

Entity to Look At (target) <targetname>
Name of the entity that the camera should point at and track while active.
Target Attachment Name (targetattachment) <string>
If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
Hold Time (wait) <integer>
The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active until told to deactive, set the 'Infinite Hold Time' spawnflag.
Path Corner (moveto) <targetname>
The first path corner in a track that the camera should move along once it's activated. If not specified, the camera won't move.
Interpolate Position To Player (interpolatepositiontoplayer) <boolean> (only in <Half-Life 2: Episode One><Half-Life 2: Episode One><Half-Life 2: Episode Two>)
Gradually interpolate player's position to here on start.
Initial Speed (speed) <string>
The starting speed that the camera moves at, if it's on a path track.
Acceleration units/sec^2 (acceleration) <string>
The speed at which the camera accelerates to path corner's desired speeds.
Stop Deceleration units/sec^2 (deceleration) <string>
The speed at which the camera decelerates to path corner's desired speeds.
FOV (fov) <float> (in all games since <Alien Swarm>) (also in <Garry's Mod>) !FGD
The FOV when using this camera.
Note.png Note: Not present in <Alien Swarm>'s FGD, but present in all FGDs onward.
FOV rate (fov_rate) <float> (in all games since <Alien Swarm>) (also in <Garry's Mod>) !FGD
How fast we change to the new FOV.
Note.png Note: Not present in <Alien Swarm>'s FGD, but present in all FGDs onward.
Tracking Speed of the camera (trackspeed) <float> (in all games since [Portal 2]) (also in <Garry's Mod>)
The speed that the camera tries to follow its look target.

Targetname:

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.

Angles:

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.

Flags

  •  [1] : Start At Player
Start the camera at the player's position.
Bug.png Bug: Breaks the camera movement if the player was still moving when the camera activated.
  •  [2] : Follow Player
This is the same as if you set the lookat target to !player.
Bug.png Bug: Causes camera issues in multiplayer.
  •  [4] : Freeze Player
Stop recognizing input from the player.
  •  [8] : Infinite Hold Time
Ignore the hold time, and stay activated until explicitly disabled.
  •  [16] : Snap to goal angles
  •  [32] : Make Player non-solid
  •  [64] : Interruptable by Player
If the player presses +Use, disable.
  •  [128] : Set FOV (in all games since <Alien Swarm>) (also in <Garry's Mod>) !FGD
Note.png Note: Not present in <Alien Swarm>'s FGD, but present in all FGDs onward.
  •  [128] : All Players (only in <Synergy>)
Controls the view of all players.
Note.png Note: point_viewcontrol_multiplayer can be used instead in <Left 4 Dead> Left 4 Dead and later.

Inputs

Enable
Enable the point_viewcontrol, and start controlling the player's view.
Disable
Disable the point_viewcontrol, and stop controlling the player's view.
SetTarget <string> (in all games since [Portal 2]) (also in <Garry's Mod>)
Set a new target for the camera to point at.
SetTargetAttachment <string> (in all games since [Portal 2]) (also in <Garry's Mod>)
Set a new attachment on the target for the camera to point at.
ReturnToEyes  (in all games since [Portal 2]) (also in <Garry's Mod>)
Return the camera view to the player's eyes.
TeleportToView  (in all games since [Portal 2]) (also in <Garry's Mod>)
Teleport the player to the current position of the camera.
SetTrackSpeed <float> (in all games since [Portal 2]) (also in <Garry's Mod>)
Set the speed that the camera will try to track it's target.
SetPath <string> (in all games since [Portal 2]) (also in <Garry's Mod>)
Have the camera start following a new path.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.

Outputs

OnEndFollow
Fired when the point_viewcontrol deactivates, due to the Disable input being received, the Entity to Look At being destroyed, or the Hold Time expiring.

Targetname:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.