point_viewcontrol

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point_viewcontrol is a point entity available in INFRA INFRA. This is a heavily modified version of the base point_viewcontrol.

Entity Description

It is a camera entity that controls the player's view. While it's active, the player will see out of the camera. View control animations can be made through the use point_viewcontrol_node. While there have been minor changes from the base point_viewcontrol, the major difference is movement can be smoothed without the need of a parent model animation.

In game, this is often used for intractable computers, newspapers, and logbooks.

Keyvalues

Start at Player ([todo internal name (i)]) <boolean>
Should the camera start at the player instead of the camera position?
Smooth Speed ([todo internal name (i)]) <boolean>
Should the camera speed ease in and ease out?
Draw Local Player ([todo internal name (i)]) <boolean>
Should the local player be drawn when viewing from this camera?
Draw View Model ([todo internal name (i)]) <boolean>
Should the view model be drawn when viewing from this camera?
Draw HUD ([todo internal name (i)]) <boolean>
Should the HUD be drawn when viewing from this camera?
Allow Controls ([todo internal name (i)]) <boolean>
Should the player be allowed to use his movement controls?
Freeze Instead ([todo internal name (i)]) <boolean>
If controls are disabled, should the player be disallowed from using any of his controls (+use, +attack, VGUI screens etc.)
Disable at End ([todo internal name (i)]) <boolean>
Disable the camera once it reaches the end of its path?
Holster Weapons ([todo internal name (i)]) <boolean>
Should the player holster his weapons while under control of the camera?
Teleport Player to End ([todo internal name (i)]) <boolean>
Should the player be teleported to the end once the camera reaches the end of its path?
Path Length in Seconds ([todo internal name (i)]) <float>
How long does this path last? Smaller numbers means faster camera.
Field of View ([todo internal name (i)]) <float>
0 means player default field of view.
Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.
Parentname:
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.

Inputs

Enable
Enable the entity, and start controlling the player's view.
Disable
Disable the entity, and stop controlling the player's view.
EnableControls
Enables player's controls.
DisableControls
Disables player's controls.
EnableCursor
Enables player's mouse cursor.
DisableCursor
Disables player's mouse cursor.
SetTargetNode
Have the camera start following a new path.
Reverse
Should be fired when the camera is already moving along some path or reached the end of it. Causes it to move the same path but backwards.


Parentname:
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

OnEndFollow
Fired when the entity reaches its destination.