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point_viewcontrol_multiplayer

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point_viewcontrol_multiplayer is a point entity available in all Source Source games since Left 4 Dead Left 4 Dead. It is also available in Black Mesa Black Mesa.


Class hierarchy
CTriggerCameraMultiplayer
CMoveableCamera
CBaseEntity

It is an alternate version of point_viewcontrol which is capable of controlling the view of multiple players at once. While it's active, the players will see out of the camera. Enabling the entity will control all players' views by default, but individual players can be added/removed by using the AddPlayer and RemovePlayer inputs with said player as the !activator. Starting in Portal 2, it can also be set to only affect players on a specific team.

Note.pngNote:This entity is not in FGD by default for Black Mesa Black Mesa.

Keyvalues

Field of view (fov) <float>
Player FOV
Seconds to reach FOV target (fov_rate) <float>
Amount of time it should take to reach the specified FOV
Target Entity (target_entity) <targetname>
Entity to move to. (End of move will match origin and angles).
Seconds to reach target entity (interp_time) <float>
Amount of time it should take to reach the target entity's origin and angles.
Target Team (target_team) <integer> (in all games since Portal 2)
Which team (or all) to take over the camera for.
  • -1 : All players
  • 0 : Non-Team / Singleplayer
  • 1 : Spectators
  • 2 : Portal 2 P-Body / Counter-Strike: Global Offensive Terrorists / Black Mesa Marines
  • 3 : Portal 2 ATLAS / Counter-Strike: Global Offensive Counter-Terrorists / Black Mesa Scientists
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.

Flags

Disable when move finished : [1]
Set FOV : [2]

Inputs

Enable <targetname>
Enable the point_viewcontrol_multiplayer, and start controlling the players' view.
Disable
Disable the point_viewcontrol_multiplayer, and stop controlling the players' view.
StartMovement
Start the movement to the target entity.
AddPlayer
Makes the !activator view from this entity.
RemovePlayer
Removes !activator view from this entity.
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.

See also