point_viewcontrol

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<INFRA> point_viewcontrol is a point entity available in INFRA. Not to be confused with point_viewcontrol, the entity used by other branches.

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.

Keyvalues

Start at Player <boolean>
Should the camera start at the player instead of the camera position?
Smooth Speed <boolean>
Should the camera speed ease in and ease out?
Draw Local Player <boolean>
Should the local player be drawn when viewing from this camera?
Draw View Model <boolean>
Should the view model be drawn when viewing from this camera?
Draw HUD <boolean>
Should the HUD be drawn when viewing from this camera?
Allow Controls <boolean>
Should the player be allowed to use his movement controls?
Freeze Instead <boolean>
If controls are disabled, should the player be disallowed from using any of his controls (+use, +attack, VGUI screens etc.)
Disable at End <boolean>
Disable the camera once it reaches the end of its path?
Holster Weapons <boolean>
Should the player holster his weapons while under control of the camera?
Teleport Player to End <boolean>
Should the player be teleported to the end once the camera reaches the end of its path?
Path Length in Seconds <float>
How long does this path last? Smaller numbers means faster camera.
Field of View <float>
0 means player default field of view.

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.

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.

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.

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.

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.