asw_broadcast_camera

From Source Entities
Jump to navigation Jump to search

Code classes:

asw_broadcast_camera is a point entity present in Asw.pngAlien Swarm. Similar to point_viewcontrol, it forces players to see the world from a specific point. To do: What's the difference....? Why did the devs create this entity while also adding new functionality to point_viewcontrol?

Flags[edit | edit source]

  • 4: Freeze Players - Marines cannot move while the camera is enabled.
  • 8: Infinite Hold Time - Ignore Hold Time and stay enabled until Disabled.
  • 16: Snap to goal angles - Confirm: As opposed to smoothly shifting to them?

Keyvalues[edit | edit source]

Hold Time (wait) <float>
The amount of time the camera should control the player's view for, after which it deactivates itself. If the camera should stay active perpetually, set the Infinite Hold Time spawnflag.
Path Corner (moveto) <target_destination>
The first path_track in a series that the camera should move to once activated. If not specified, the camera won't move anywhere.
Acceleration units/sec^2 (acceleration) <float>
How many units per second, per second, that the camera will speed up, to reach the speed desired by the path_corner if that entity wants it to be faster.
Stop Deceleration units/sec^2 (deceleration) <float>
How many units per second, per second, that the camera will slow down, to reach the speed desired by the path_corner if that entity wants it to be slower.
Entity to Look At (target) <target_destination>
Name of the entity that the camera should point at and track while active.
Initial Speed (speed) <float>
The starting speed that the camera moves at, if it's on a path track.
Target Attachment Name (targetattachment) <string>
If set, the camera will focus on the specified attachment on the Entity to Look At.
Tip: View attachment points with ent_attachments.

Inputs[edit | edit source]

Enable
Makes the entity active.
Disable
Makes the entity inactive. The player views will be restored once disabled.

Outputs[edit | edit source]

OnEndFollow
Fired when the entity deactivates through any of these means:
  • The Disable input being sent
  • The Entity to Look At being destroyed
  • The Hold Time expiring