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        The camera can be interfaced through either the in game camera system 
        (activated by typing "pushmenu camera" in the console) as well 
        as from the scripting language. 
      
       To spawn a camera from script use the following command: 
      
        
       
      
      Switching between cameras is accomplished with these commands:  
      
        -  cuecamera cameraName [switchTime]
 
          Switch to the specified camera. If switch time is specified and you 
          are not already in camera view, the camera will smoothly transition 
          from the third person camera to this camera. 
           
         
        -  cueplayer [switchTime]
 
          Switch back to third person mode. If switchtime is specified, than camera 
          will switch over that period of time. 
       
      
      
        -  freezeplayer
 
          Freezes the player wherever he is standing. 
           
         
        -  releaseplayer
 
          Release the player after he has been frozen. 
           
         
        -  fakeplayer
 
          Create a fake version of the player, hide the real one. The fake player 
          has a targetname of “fakeplayer”. 
           
         
        -  removefakeplayer
 
          Remove the fake player and unhide the real one. 
       
      
      
        -  cam new
 
          Start a new camera path. 
           
         
        -  cam load [filename]
 
          Loads the camera path from cams/[filename].cam. If no filename is set, 
          filename is taken from the cam_filename CVAR. 
           
         
        -  cam save [filename]
 
          Saves the current path to cams/[filename].cam. If the targetname of 
          the path has not been set, then it is set the same as [filename]. If 
          no filename is set, filename is taken from the cam_filename CVAR. 
           
         
        -  cam savemap [filename]
 
          Saves the current path to cams/[filename].map. This is a special format 
          for integration into existing map files. 
           
         
        -  cam setpath targetname
 
          Changes the current path to the path with the specified targetname. 
           
         
        -  cam settargetname targetname
 
          Sets the targetname of the current path point [targetname]. 
           
         
        -  cam settarget target
 
          Sets the target of the current path point to [target]. Doing this will 
          cause the entity with the targetname of [target] to be triggered when 
          the camera reaches this path point. 
           
         
        -  cam setthread threadname
 
          Sets the thread of the current path point to [threadname]. Doing this 
          will cause the thread [threadname] to be executed when the camera reaches 
          this point. 
           
         
        -  cam setspeed [speed]
 
          Sets the speed of the camera at this path node. Speed is displayed above 
          the currently selected path point when the path is being drawn. Speed 
          is the number of path points the camera will go through per second, 
          so a speed of 2 makes the camera take ½ a second per path point. 
          Speed defaults to 1. SetSpeed sets the speed on the current node and 
          any nodes added in the future. 
           
         
        -  cam add
 
          Creates a new path point at the current player location and angle using 
          the current speed. 
           
         
        -  cam delete
 
          Deletes the currently selected path point. The current node then becomes 
          the path point that was immediately after the path point. 
           
         
        -  cam replace
 
          Changes the position, angle, and speed of the currently selected path 
          point to that of the player and current speed. 
           
         
        -  cam moveplayer
 
          Places the player at the position of the current path point. The player’s 
          view remains the same, however. 
           
         
        -  cam next
 
          Selects the next point in the path. 
           
         
        - cam prev
 
          Selects the previous point in the path. 
           
         
        - cam show
 
          Displays the current path. The Current path point is draw in yellow 
          with the speed drawn above it. At each node, a coordinate system is 
          drawn to show the orientation. Red is forward, green is right, blue 
          is up. The lines draw between path points to indicate the direction 
          the camera will take. 
           
         
        -  cam hide
 
          Stops drawing the current path. 
           
         
        - cam play
 
          Makes the camera play the path once. 
           
         
        - cam play [targetname]
 
          Causes the camera to play the path specified by targetname once. 
           
         
        -  cam loop
 
          Makes the camera play the path and continuously loop. 
           
         
        -  cam loop [targetname]
 
          Makes the camera play the path specified by targetname and continuously 
          loop. 
           
         
        -  cam stop
 
          Stops the camera and switches the view back to the player. 
           
         
        -  cam watch [targetname]
 
          Mark the node to tell the camera to watch the specified target when 
          the camera gets to that control point. [targetname] can be one of the 
          reserved keywords path, node or none or it can just be a targetname 
          for a specific entity: 
           
          
            -  path
 
              Watch the path as we move, in other words look in the direction 
              that we are moving 
            -  node
 
              Orient ourselves based off of the orientation in each node, in other 
              words use the stored orientations at each node to determine our 
              view. 
            -  none
 
              Do not make any orientations whatsoever, This means that the camera 
              will not change it’s orientation at all. 
               
             
           
         
        - cam nowatch
 
          Mark the node to tell the camera to stop watching any entities when 
          the camera gets to that control point. Equivalent to “cam watch 
          none”. 
           
         
        -  cam setfov
 
          Set the fov of the current path node. 
           
         
        -  cam setfadetime
 
          Set the fadetime of the current path node. 
       
      
       All commands must have the targetname of the camera pre-pended. 
      
        -  start
 
          Start the camera moving or watching. 
           
         
        -  pause
 
          Pause the camera along its path. 
           
         
        -  continue
 
          Resume the camera’s movement. 
           
         
        -  stop
 
          Stop the camera from moving and watching. 
           
         
        -  speed newSpeed
 
          Set the speed of the camera. 
           
         
        -  fov newFov [fadeTime]
 
          Set the fov of the camera and optionally the time over which the fov 
          should transition, default is whatever the camera’s fadetime is 
          set to. 
           
         
        -  follow targetEntity [targetWatchEntity]
 
          Start following an entity, if that entity is a splinepath then the path 
          will be followed. If targetWatchEntity is specified than that entity 
          will be watched while following targetEntity. By default targetEntity 
          will be watched as well. 
           
         
        -  follow_distance followDistance
 
          Distance at which the camera should follow an entity, also used for 
          orbit radius. 
           
         
        -  follow_yaw yawOffset
 
          Yaw offset of the camera following an entity. 
           
         
        -  follow_yaw_absolute
 
          Make the follow yaw absolute rather than relative to the follow entity’s 
          angles 
         
        -  follow_yaw_relative
 
          Make the follow yaw relative to the follow entitiy’s angles 
         
        -  orbit targetEntity [targetWatchEntity]
 
          Start orbiting an entity, if that entity is a splinepath then the path 
          will be followed and looped. If targetWatchEntity is specified than 
          that entity will be watched while following targetEntity. By default 
          targetEntity will be watched as well. 
           
         
        -  orbit_height newHeight
 
          Height offset for orbiting an entity. 
           
         
        -  watch watchEntity [fadeTime]
 
          Start watching an entity, and optionally the time over which the transition 
          should occur. The default transition time is the camera’s fadetime. 
           
         
        -  watchpath [fadeTime]
 
          Start looking along the direction of movement and optionally the time 
          over which the transition should occur. The default transition time 
          is the camera’s fadetime. 
           
         
        -  watchnode [fadeTime]
 
          Start basing the camera’s orientation off of what is stored in 
          the camera path nodes and optionally the time over which the transition 
          should occur. The default transition time is the camera’s fadetime. 
           
         
        -  nowatch [fadeTime]
 
          Stop watching an entity, looking along a path or anything else. The 
          camera’s orientation is now static. Optionally transition overt 
          the time specified. The default transition time is the camera’s 
          fadetime. 
           
         
        -  lookat targetEntity
 
          Immediately make the camera look at the given entity 
         
        -  turnto newAngles
 
          Immediately turn the camera to the desired angles. NewAngles is a vector 
         
        -  moveto targetEntity
 
          Immediately move the camera to the targetEntity’s origin 
         
        -  movetopos newPosition
 
          Immediately move to the specified world space position 
         
        -  fadetime newFadetime
 
          Specifiy a new fadetime for this camera, this fadetime will be used 
          for any of the watch or follow commands if no explicit fadetime is specified. 
           
         
        -  cut
 
          Switch cameras immediately, don’t transition over time. 
           
         
        -  nextcamera cameraName
 
          Next camera to use in a security camera system arrangement. 
           
         
        -  setthread threadName
 
          Sets the thread of the camera which is accessed from a trigger_camerause. 
         
       
	    
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