point_viewcontrol |
| Description |
This entity will grab the activating player's view when it receives an input. You can then move the entity around so that the player follows it, similar to the effect in HL2SP the first time you meet Alyx.
One useful implementation of this entity is as a Counter-Strike Source "camera" that grabs the player's view after he joins the game but before he spawns. Slackiller writes:
Just take a Point_Viewcontrol entity have it Target a info_target entity.
Example: Place a info_target entity and name it (EX: cam1a) ,then make a Point_Viewcontrol entity, and in the properties window select the Entity to look at parameter - select the name of the info_target (EX: cam1a). also in the properties window select the hold time (amount of time camera looks at the info_target entity).
These cameras are good for when a player joins a map, they can have a view of an area of the map.

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| Properties |
- Name targetname(target_source) - The name of this entity. Allows other entities in the map to reference this one, as for inputs or parenting.
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- Parent parentname(target_destination) - If set to the name of another entity in the map, this entity will mimic its parent's movements.
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| - Pitch Yaw Roll (Y Z X) angles(string) - How this entity should be oriented in-game. Pitch is rotation around the Y axis; Yaw is rotation around the Z axis; Roll is rotation around the X axis. Measured in degrees. |
- Entity to Look At target(target_destination) - The name of an entity that this point_viewcontrol should look at.
- Target Attachment Name targetattachment(string) - If the Entity to Look At has specific attachment points defined, use this to point the point_viewcontrol at a specific one.
- Hold Time wait(integer) - If the Infinite Hold Time flag is unset, this is how long the point_viewcontrol will hold the player's view before deactivating.
- Path Corner moveto(target_destination) - A path entity that the point_viewcontrol should travel to once it grabs a player. This functionality is only slightly buggy.
- Initial Speed speed(string) - Starting speed of the point_viewcontrol if it's on a path.
- Acceleration (units/sec^2) acceleration(string) - As the camera moves, it will accelerate at this rate as it approaches a path entity.
- Deceleration (units/sec^2) deceleration(string) - As the camera moves, it will decelerate at this rate as it approaches a path entity. |
| Flags |
- Start At Player - Start the camera's movement at the player instead of at the point_viewcontrol's origin.
- Follow Player - Use the player as the camera's Entity to Look At.
- Freeze Player - Hold the player in place so that he can't move until the camera lets him go.
- Infinite Hold Time - Force the camera to hold the player's view until it's disabled.
- Snap to goal angles - Don't let the camera turn away from its pitch/yaw/roll.
- Make Player non-solid - Make the player nonsolid for the time that he's held by the camera.
- Interruptable by Player - Allow the player to pull himself out of the camera. |
| Inputs |
- Kill - Completely removes this entity.
- KillHierarchy - Completely removes this entity and any of its children in the parenting hierarchy.
- AddOutput - Adds a new output to this entity. Let the parameter override be of the format NewOutput Target:Input:Parameter:Delay:TimesToFire.
- FireUser1 - Causes this entity to fire its OnUser1 output.
- FireUser2 - Causes this entity to fire its OnUser2 output.
- FireUser3 - Causes this entity to fire its OnUser3 output.
- FireUser4 - Causes this entity to fire its OnUser4 output.
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- SetParent - Set this entity's Parent field. Let the parameter override be the targetname of the new parent.
- SetParentAttachment - Once parented to an entity, this entity can further be parented to a specific attachment point on its parent's model--like the gun of an APC or the arm of a human. Let the parameter override be the name of an attachment point on the current parent's model.
- ClearParent - Unset this entity's Parent field, allowing it to move independently. |
- Enable - Cause the point_viewcontrol to grab its activator.
- Disable - Cause the point_viewcontrol to release its activator. |
| Outputs |
- OnUser1 - Fired only when this entity receives a FireUser1 input.
- OnUser2 - Fired only when this entity receives a FireUser2 input.
- OnUser3 - Fired only when this entity receives a FireUser3 input.
- OnUser4 - Fired only when this entity receives a FireUser4 input. |
- OnEndFollow - Fired when the point_viewcontrol releases a player. |
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