Cameras Created 20 years ago2004-09-12 18:18:48 UTC by lucky4444 lucky4444

Created 20 years ago2004-09-12 18:18:48 UTC by lucky4444 lucky4444

Posted 20 years ago2004-09-12 18:18:48 UTC Post #58716
I know there is a tutorial on some of these and maybe another forum, but can you post here specifically how to make:
1) cameras that pan a certain area when looked through.
2) how to make a controllable camera, and with a lmit on how far it turns.
3) when you press button you see in a camera and controll turret at same time.
Posted 20 years ago2004-09-12 18:27:42 UTC Post #58728
1) Don't understand what you mean - pan?
2) Can't. Cameras are pretty static, can be moved as trains.
3) You could try making a func_tankcontrols infront of the button - probably wont work, but try.
Posted 20 years ago2004-09-12 19:30:52 UTC Post #58748
1)Pan means it moves back and forth, like in a corner of a hallway.
2)How do I do it with trains?
3) Nevermind about three...
Posted 20 years ago2004-09-13 03:42:47 UTC Post #58864
lucky, please stop bumping your threads up after two hours of non-posting. This isn't a huge community.

1. Target a func_train with an origin brush;
2. You can't directly control cameras;
3. I've seen something like this somewhere, but not sure where. Google.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-13 03:47:23 UTC Post #58869
http://www.vlatitude.com has a good tutorial on trigger_cameras and their properties. I suggest searching there before asking.
Posted 20 years ago2004-09-13 07:50:50 UTC Post #58908
I love working with cameras--- Has anybody herd the song "Get Down With The Sickness" Well I Reskinned models that I did to make a swat team--- I got them going down an elevator go up a ramp defue a big security high tech door and then walk into a room to the beat of the music with cameras--Its sweet after you kill them You trigger another event in which the grunt repel from the cieling..... Anyways Im going to stop rambling on--- LOL.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-09-13 12:00:12 UTC Post #58965
There are also several good articles at

http://collective.valve-erc.com/

one of which is "turret_camera" or something like that. It doesn't provide camera controls (as 7th says, can't be done), but triggers a camera view of the general direction of a turret repeatedly every 1/10th of a second or so. Allows you to control the turret and have a camera view. A very flickery display, however.
Posted 20 years ago2004-09-13 14:17:30 UTC Post #58994
how do u make those cameras that follow you like on sevenths discombobulator map (lol that word has haunted me 4 so long)

im itchen to make those cool looknig cameras and if seventh lets me i might use his cool 1s if he lets me if not i can go bak to mapping sad :( :(
Habboi HabboiSticky White Love Glue
Posted 20 years ago2004-09-13 16:32:54 UTC Post #59031
Enter 'player' in the target field. Might be a flag named "follow player" too, not too sure.
Posted 20 years ago2004-09-14 04:07:32 UTC Post #59193
Can't say I remember putting in any following cameras :|

Perhaps you're referring to the bug where cameras face their Pitch Yaw Roll value instead of their target when first triggered, then pan over to their aimpoint?

Note that cameras target monsters' feet.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-09-14 07:51:19 UTC Post #59230
Yes theres a flag to check
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-09-14 11:22:19 UTC Post #59296
You don't need to enter 'player' in the target field if you have the 'Follow Player' flag checked.

The entity is described:

http://cariad.co.za/twhl/entityinfo.php?ent=trigger_camera&game=1
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