trigger_camera entity page needs rev? Created 20 years ago2004-08-21 16:27:55 UTC by BJ BJ

Created 20 years ago2004-08-21 16:27:55 UTC by BJ BJ

Posted 20 years ago2004-08-21 16:27:55 UTC Post #52551
I've been playing around with the trigger_camera entity (see a couple of maps in 'Unfinished Stuff').

On the entity page for trigger_camera, it states that the player needs to be in the area of the camera or it doesn't draw the area. That, I believe, is an error. trigger_cameras appear to work just fine with the player at one corner of the max size map Hammer allows, and the camera in the other corner in a completely separate room (no func_walls between).

The camera just needs a target. If it's not the player, just stick an info_target in the room with the camera, name the info_target and set that name as the target for the camera.

The tutorial on cameras also makes a similar statement about having to teleport the player into the camera area. I don't believe that's at all necessary.
Posted 20 years ago2004-08-21 17:41:37 UTC Post #52581
Perhaps the HL engine has been revised to make the teleport thing unnecessary since those pages were written. Anyone know?

I also downloaded the example map from the VERC tutorial on cameras following func_trains which has an elaborate teleporting scheme. I changed the multimanager to simply trigger the camera without the teleport and the camera works as advertised.
Posted 20 years ago2004-08-21 21:28:23 UTC Post #52660
I'm guessing that the Half-Life engine was revised to get rid of the teleporting method. I read about all the tutorials that were availiable on the trigger_camera and all mentioned the teleporting method. Perhaps an update is needed.
AJ AJGlorious Overlord
Posted 20 years ago2004-08-22 04:21:10 UTC Post #52757
BJ,
You are partially right and my extensive testing has proved this... but only if you are running in OpenGl.
Different graphics cards produce different results.
On mine, the camera is fine, does what it is meant to and looks good. But any scripted_sequences don't seem to call their monsters.

The reason we left that in the Entity guide was that it was correct at the time. I don't think the Engine has been upgraded, but there is a good chance that what was not possible then is possible now with today's machines.

If your system is fine running the camera without moving the player into a Brush visible area, then great... Hopefully it will work for everyone else.
I suggest you find someone with a crap machine (Like Mine) and see if it works on theirs, or try it in Software.

I am always open to suggestions on how to improve the content of our work, so Thanks for bringing this up...
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