npc_security_camera

From Valve Developer Community
(Redirected from Security Camera (Portal 2))
Jump to: navigation, search
Security Camera.
Security Camera in Portal 2.

[Portal] [Portal 2] npc_security_camera is a point entity available in the Portal series. It spawns a security camera.

Note:npc_security_camera will not collide with the player or physical entities while alive.

Keyvalues

Look at co-op player's pings instead <boolean> (New with Portal 2)
Instead of tracking the player, looks at the location of where a playing in co-op mode has placed his look marker. (co-op mode only)
Team Pings to Observe <choices> (New with Portal 2)
Which team's pings to look at.
  • 1 : Both
  • 2 : Orange
  • 3 : Blue
Which team to follow <choices> (New with Portal 2)
Which team the camera should follow.
  • 0 : Both
  • 2 : Orange
  • 3 : Blue

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.

Studiomodel:

World Model <string>
The model this entity should appear as. 128-character limit.
Skin <int>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
modelscale <float> (New with Team Fortress 2)
The scaling factor for the model

Shadow:

Disable shadows <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Flags

  • 32: Autostart

Inputs

Toggle
Toggle between ignoring and watching players.
Enable
Start following players or pings.
Disable
Ignore all players and pings.
Ragdoll
Knock the camera off the wall.
LookAtBlue  (New with Portal 2)
Make the camera only follow ATLAS or their pings.
LookAtOrange  (New with Portal 2)
Make the camera only follow P-Body or their pings.
LookAllTeams  (New with Portal 2)
Make the camera follow all players or their pings.

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 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.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

Outputs

OnDeploy
Camera is becoming active and dangerous.
OnRetire
Camera is becoming inactive and harmless.
OnTaunted  (New with Portal 2)
This output will fire when any co-op player STARTS taunting the camera.
OnTauntedBlue  (New with Portal 2)
This output will fire when a co-op player on the BLUE team STARTS taunting the camera.
OnTauntedOrange  (New with Portal 2)
This output will fire when a co-op player on the ORANGE team STARTS taunting the camera.
OnTauntedFinished  (New with Portal 2)
This output will fire when any co-op player FINISHES taunting the camera.
OnTauntedBlueFinished  (New with Portal 2)
This output will fire when a co-op player on the BLUE team FINISHES taunting the camera.
OnTauntedOrangeFinished  (New with Portal 2)
This output will fire when a co-op player on the ORANGE team FINISHES taunting the camera.

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  

(New with Left 4 Dead)

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