point_viewcontrol
Code classes:
CTriggerCamera
CBaseEntity
(all ents)
point_viewcontrol
is a point entity present in all Source games. Players can be forced to see the world through this entity.
Warning: Various weird behavior results when using the entity's native ability to follow path_track
s. It's recommended to attach the entity to a func_tracktrain
using logic_measure_movement
or to use the code fixes detailed here.
Warning: In multiplayer games, players will be stuck seeing out of the point_viewcontrol
if the entity is deleted or they die while viewing.
Bug: Parenting does not work.
Bug: The entity needs something to look at, otherwise it won't move on path_track
s.
Tip: This entity is used for the spectator view when first entering the server. The game uses the first point_viewcontrol
it finds. You don't have to change any settings.
Flags[edit | edit source]
- 1: Start At Player - When enabled, the entity sets itself to begin at the player's view.
- 2: Follow Player - Makes the entity look at the player.
- 4: Freeze Player - Prevents the player from moving around, shooting, etc. Bug: Causes camera movement to change drastically! Seen in .
- 8: Infinite Hold Time - Makes the camera active indefinitely, until told to shut off via Disable.
- 16: Snap to goal angles - Not useful. Snaps the camera to start at the angle of its first
path_track
.
- 32: Make Player non-solid - Makes the player not collide with things.
- 64: Interruptable by Player - Allows the player to regain control of their view simply by shooting, moving around, etc.
- 128: Set FOV (available in all games since ) - Allows the entity to change the player's FOV (and reset it to normal once disabled).
Keyvalues[edit | edit source]
- Entity to Look At
(target)
<target_destination>
- Entity to point towards and track while active.
- Target Attachment
(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
. - 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_track
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_track
if that entity wants it to be slower. Interpolate Position To Player(interpolatepositiontoplayer)
<boolean>
(only available in Episodic)- Seems to be broken.
- Field of view/FOV
(fov)
<float>
(available in all games since ) - If Set FOV is checked, the FOV to change to.
- Seconds to reach FOV target/FOV rate
(fov_rate)
<float>
(available in all games since ) - If Set FOV is checked, how long to spend shifting to and from Field of view.
- Tracking Speed of the camera
(trackspeed)
<float>
(available in all games since ) - How quickly (degrees per second) the camera will rotate to point toward Entity to Look At.
Inputs[edit | edit source]
- Enable
<string>
- Takes control of the activator's view (or, the first/only player on the server). In , a survivor's name can specified as the one to control, such as
!zoey
or!nick
. - Disable
- Restores the player's view. Bug: If the camera is moving while this is sent, it will keep going in that direction, eventually leaving the map entirely.
- SetTarget
<target_destination>
(available in all games since ) - Sets Entity to Look At.
- SetTargetAttachment
<string>
(available in all games since ) - Sets Target Attachment.
- ReturnToEyes (available in all games since )
- Shifts the view back to the player's eyes (instead of a sudden cut).
- TeleportToView (available in all games since )
- Teleports the player to the position and angles of the camera.
- SetTrackSpeed
<float>
(available in all games since ) - Sets Tracking Speed of the camera.
- SetPath
<target_destination>
(available in all games since ) - Makes the camera begin following a new path.
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