Difference between revisions of "Point viewcontrol"

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[[File: point_viewcontrol.png | right | 300px]]
{{wrongtitle|title=point_viewcontrol}}
+
{{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.
==Entity Description==
 
A camera entity that controls the player's view. While it's active, the player will see out of the camera.
 
  
This class appears to have some bugs. Please see its [[talk:point_viewcontrol| discussion]] page for notes.
+
{{in code|class=class_c_trigger_camera.html CTriggerCamera|file=triggers_8cpp-source.html triggers.cpp}}
  
==Keyvalues==
+
{{note|This entity has many problems. See the [[talk:point_viewcontrol| discussion]] page for full descriptions and fixes.}}
* {{kv targetname}}
+
{{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.}}
* {{kv parentname}}
+
{{bug|The camera ignores the <code>New Train Speed</code> keyvalue and <code>Teleport to THIS path_corner</code> spawnflag on [[path_track]]s.}}
* {{kv angles}}
+
{{bug|The camera fails to function when parented, [[logic_measure_movement]] can be used as a workaround.}}
* '''target'''
+
{{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.}}
: <target_destination> Name of the entity that the camera should point at and track while active.
+
__TOC__
* '''targetattachment'''
+
{{clr}}
: <string> If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
+
 
* '''wait'''
+
== Keyvalues ==
: <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|Entity to Look At|target_destination|Name of the entity that the camera should point at and track while active.}}
* '''moveto'''
+
{{KV|Target Attachment Name|string|If set, the camera will focus on the specified attachment on the 'Entity to Look At'.}}
: <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|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.}}
* '''speed'''
+
{{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.}}
: <integer> The starting speed that the camera moves at, if it's on a path track.
+
{{KV|Interpolate Position To Player|boolean|Gradually interpolate player's position to here on start. (Episodic only)}}
* '''acceleration'''
+
{{KV|Initial Speed|string|The starting speed that the camera moves at, if it's on a path track.}}
: <integer> The speed at which the camera accelerates to path corner's desired speeds.
+
{{KV|Acceleration units/sec^2|string|The speed at which the camera accelerates to path corner's desired speeds.}}
* '''deceleration'''
+
{{KV|Stop Deceleration units/sec^2|string|The speed at which the camera decelerates to path corner's desired speeds.}}
: <integer> 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}}
==Flags==
+
{{KV|FOV|float|The FOV when using this camera.|since=AS}} {{Not in FGD}}
* 1 : Start At Player (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.)
+
{{KV|FOV rate|float|How fast we change to the new FOV.|since=AS}} {{Not in FGD}}
* 2 : Follow Player.  (This is the same as if you set the lookat target to !player.)
+
{{KV Targetname}}
* 4 : Freeze Player   (Stop recognizing input from the player.)
+
{{KV Angles}}
* 8 : Infinite Hold Time (Ignore the hold time, and stay activated until explicitly disabled.)
+
 
 +
== Flags ==
 +
* 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.}}
 +
* 2 : Follow Player
 +
: This is the same as if you set the lookat target to !player.
 +
{{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
 
* 16 : Snap to goal angles
 
* 32 : Make Player non-solid
 
* 32 : Make Player non-solid
* 64 : Interruptable by Player (If the player presses +Use, disable.)
+
* 64 : Interruptable by Player
 +
: If the player presses +Use, disable.
 +
* 128 : Set FOV {{AS add}} {{Not in FGD}} (in ''Synergy'' this flag makes the point_viewcontrol work on all players)
 +
 
 +
== Inputs ==
 +
{{IO|Enable|Enable the point_viewcontrol, and start controlling the player's view.}}
 +
{{IO|Disable|Disable the point_viewcontrol, and stop controlling the player's view.}}
 +
{{IO|SetTarget|Set a new target for the camera to point at.|param=string|since=P2}}
 +
{{IO|SetTargetAttachment|Set a new attachment on the target for the camera to point at.|param=string|since=P2}}
 +
{{IO|ReturnToEyes|Return the camera view to the player's eyes.|since=P2}}
 +
{{IO|TeleportToView|Teleport the player to the current position of the camera.|since=P2}}
 +
{{IO|SetTrackSpeed|Set the speed that the camera will try to track it's target.|param=float|since=P2}}
 +
{{IO|SetPath|Have the camera start following a new path.|param=string|since=P2}}
 +
{{I Targetname}}
 +
 
 +
== Outputs ==
 +
{{IO|OnEndFollow|Fired when the point_viewcontrol 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}}
  
==Inputs==
+
[[Category:GUI Entities]]
* {{i targetname}}
+
[[Category:Vehicle Entities]]
* {{i parentname}}
+
[[Category:Camera]]
* '''Enable'''
 
: Enable the point_viewcontrol, and start controlling the player's view.
 
* '''Disable'''
 
: Disable the point_viewcontrol, and stop controlling the player's view.
 
==Outputs==
 
* {{o targetname}}
 
* '''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.
 
[[Category:Entities]][[Category:Camera]]
 

Latest revision as of 18:41, 18 June 2019

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:This entity has many problems. See the discussion page for full descriptions and fixes.
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: The camera ignores the New Train Speed keyvalue and Teleport to THIS path_corner spawnflag on path_tracks.
Bug: The camera fails to function when parented, logic_measure_movement can be used as a workaround.
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 <targetname>
Name of the entity that the camera should point at and track while active.
Target Attachment Name <string>
If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
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.
Path Corner <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 <boolean>
Gradually interpolate player's position to here on start. (Episodic only)
Initial Speed <string>
The starting speed that the camera moves at, if it's on a path track.
Acceleration units/sec^2 <string>
The speed at which the camera accelerates to path corner's desired speeds.
Stop Deceleration units/sec^2 <string>
The speed at which the camera decelerates to path corner's desired speeds.
Tracking Speed of the camera <float> (New with Portal 2)
The speed that the camera tries to follow it's look target.
FOV <float> (New with Alien Swarm)
The FOV when using this camera. !FGD
FOV rate <float> (New with Alien Swarm)
How fast we change to the new FOV. !FGD

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <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 <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.

Angles:

Pitch Yaw Roll (Y Z X) <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: 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: 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 (New with Alien Swarm) !FGD (in Synergy this flag makes the point_viewcontrol work on all players)

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> (New with Portal 2)
Set a new target for the camera to point at.
SetTargetAttachment  <string> (New with Portal 2)
Set a new attachment on the target for the camera to point at.
ReturnToEyes  (New with Portal 2)
Return the camera view to the player's eyes.
TeleportToView  (New with Portal 2)
Teleport the player to the current position of the camera.
SetTrackSpeed  <float> (New with Portal 2)
Set the speed that the camera will try to track it's target.
SetPath  <string> (New with Portal 2)
Have the camera start following a new path.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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: 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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with 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> (New with 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 the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.