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point_viewproxy

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point_viewproxy is a point entity available in all Source Source games since Portal 2 Portal 2.

Entity description

A special kind of point_viewcontrol that follows the player with an offset.

This was used in the intro of the single player campaign in Portal 2 Portal 2 to separate the player view geometry from the player collision geometry while still allowing the player to move in the moving room.

Keyvalues

Offset type (offsettype) <choices>
How the player's view moves to the view of the camera.
  • 0 : Snap to camera
  • 1 : Ease to camera
  • 2 : Keep offset
Proxy Entity (proxy) <targetname>
Name of the entity that the camera uses to translate the view.
Attachment Point (proxyattachment) <targetname>
Use this attachment on the proxy's parent for position and orientation.
Tilt Fraction (tiltfraction) <float>
How much the angle of the proxy affects the angle of the view. 0.0 will keep the players view angles unmodified. 1.0 will add in the whole tilt from the proxy.
Use Fake Acceleration (usefakeacceleration) <boolean>
If the player maintains an offset from the proxy apply fake acceleration on the player based on the movement of the proxy.
Skew Acceleration Forward (skewaccelerationforward) <boolean>
If this is set fake acceleration will be more noticeable in the direction of the proxy.
Acceleration Scalar (accelerationscalar) <float>
Multiply the fake acceleration by this ammount.
Ease Angles To Camera (easeanglestocamera) <boolean>
Move the player's angles to the camera - this will stop them from looking around.
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

  • 4 : Freeze Player
  • 32 : Make Player non-solid

Inputs

Enable
Enable the view proxy, and start modifying the player's view.
Disable
Disable the view proxy, and start modifying the player's view.
TeleportPlayerToProxy
Move the player to the view proxy.


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