point_viewcontrol_multiplayer

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<Left 4 Dead><Left 4 Dead 2> point_viewcontrol_multiplayer is a point entity available in the Left 4 Dead series. It is a camera that controls all players' views. While it's active, the players will see out of the camera.

Contents

Keyvalues

Field of view <float>
Player FOV
Seconds to reach FOV target <float>
Amount of time it should take to reach the specified FOV
Target Entity <targetname>
Entity to move to. (End of move will match origin and angles).
Seconds to reach target entity <float>
Amount of time it should take to reach the target entity's origin and angles.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
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.
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 <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.

Flags

  • 1 : Disable when move finished
  • 2 : Set FOV

Inputs

Enable
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.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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 game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
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)
Execute a game script function.

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

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  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.


See also

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