trigger_camera
Last edited 1 month ago2021-03-14 15:42:04 UTC
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Point EntityThis entity allows you to place moving cameras in your maps that take control away from the player for a time.
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
- Name (targetname) - Property used to identify entities.
- Hold time (wait) - Time to keep the camera going.
- Path Corner (moveto) - The first path_corner to aim for.
- Initial Speed (speed) - The speed to start at.
- Acceleration units/sec^2 (acceleration)
- Stop Deceleration units/sec^2 (deceleration)
Flags
- Start At Player (1) - Begin with the player's view.
- Follow Player (2) - Use the player as the focal point.
- Freeze Player (4) - Stop the player from moving while camera is in action.
Notes
- The camera can be set up to work in any of several ways - fixed position, with a fixed or moving target (e.g. a security camera), or moving, with a fixed or moving target. Camera sequences can get very complicated.
- The player must be near the area that the camera is to move in. If not, the game engine will not draw the area. You may need to teleport the player into and out of each area.
- trigger_cameras are also used for the "intro view" in Counter-Strike: what you see in the background when you join a server and are choosing a team.
Team Fortress Classic only
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- KillTarget (killtarget) - When an entity is triggered, it will remove from the game the entity specified by this property.
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- Name (targetname) (targetname)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Path Corner (moveto)
- Initial Speed (speed)
- Acceleration units/sec^2 (acceleration)
- Stop Deceleration units/sec^2 (deceleration)
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