Shared-Entity: Camera System Trigger.
QUAKED trigger_camera (.5 .5 .5) (-8 -8 -8) (8 8 8)
OVERVIEW
Forces a camera change when triggered.
KEYS
- "targetname" : Name
- "target" : Camera aims at this target.
- "moveto" : First path_corner entity, if present.
- "wait" : The total time the camera effect is active.
NOTES
The client who triggers it will get its camera perspective changed to this trigger_camera. It is capable of following a track in case "moveto" is set. The movement finishes independently of the "wait" key. In case you are follow a path, the triggers of the respective path_corners will be respected.
TRIVIA
This entity was introduced in Half-Life (1998).
|
void | trigger_camera (void) |
|
virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More...
|
|
virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. More...
|
|
virtual void | Restore (string, string) |
| Similar to ncIO::SpawnKey() but for save-game fields. More...
|
|
virtual void | NextPath (void) |
|
virtual void | GoToTarget (void) |
|
virtual void | Input (entity, string, string) |
| Called when we are being prompted by another object/function with an input message. More...
|
|
virtual void | Trigger (entity, triggermode_t) |
| Called whenever we're legacy triggered by another object or function. More...
|
|
virtual void | Respawn (void) |
| Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
|
|
virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More...
|
|
virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
|
|
virtual void | EvaluateEntity (void) |
| Run each tic after physics are run to determine if we need to send updates over the network. More...
|
|
nonvirtual void | DeactivateCamera (void) |
|