From Valve Developer Community
Revision as of 19:22, 26 January 2013 by Ibemad (The "FOV" and "FOV Rate" keyvalues exist in the Alien Swarm code, but have only been added to the FGD in Portal 2.)
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.
Bug: This class appears to have some. Please see its discussion page for notes.
- Entity to Look At
- Name of the entity that the camera should point at and track while active.
- Target Attachment Name
- If set, the camera will focus on the specified attachment on the 'Entity to Look At'.
- Hold Time
- 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
- 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
- Gradually interpolate player's position to here on start. (Episodic only)
- Initial Speed
- The starting speed that the camera moves at, if it's on a path track.
- Acceleration units/sec^2
- The speed at which the camera accelerates to path corner's desired speeds.
- Stop Deceleration units/sec^2
- The speed at which the camera decelerates to path corner's desired speeds.
- Tracking Speed of the camera
- The speed that the camera tries to follow it's look target.
- The FOV when using this camera. !FGD
- FOV rate
- How fast we change to the new fov. !FGD
- Entity Scripts
- 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
- 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.
- Pitch Yaw Roll (Y Z X)
- 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.
- 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.
- 2 : Follow Player
- This is the same as if you set the lookat target to !player.
- 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 !FGD
- Enable the point_viewcontrol, and start controlling the player's view.
- Disable the point_viewcontrol, and stop controlling the player's view.
- Set a new target for the camera to point at.
- Set a new attachment on the target for the camera to point at.
- Return the camera view to the player's eyes.
- Teleport the player to the current position of the camera.
- Set the speed that the camera will try to track it's target.
- Have the camera start following a new path.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- 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.
- Fired when the point_viewcontrol deactivates, due to the
Disableinput being received, the Entity to Look At being destroyed, or the Hold Time expiring.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.