The camera can be interfaced through either the in game camera system as well as from the scripting language.
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
Switch back to third person mode. If switchtime is specified, than camera will switch over that period of time.
Freezes the player wherever he is standing
Release the player after he has been frozen
Create a fake version of the player, hide the real one. The fake player has a targetname of “fakeplayer”
Remove the fake player and unhide the real one
Start a new camera path
Loads the camera path from cams/[filename].cam. If no filename is set, filename is taken from the cam_filename CVAR.
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.
Saves the current path to
cams/[filename].map. This is a special
format for integration into existing map files.
Changes the current path to the path with the specified targetname.
Sets the targetname of the current path point [targetname].
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.
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.
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.
Creates a new path point at the current player location and angle using the current speed.
Deletes the currently selected path point. The current node then becomes the path point that was immediately after the path point.
Changes the position, angle, and speed of the currently selected path point to that of the player and current speed.
Places the player at the position of the current path point. The player’s view remains the same, however.
Selects the next point in the path.
Selects the previous point in the path.
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.
Stops drawing the current path.
Makes the camera play the path once.
Causes the camera to play the path specified by targetname once.
Makes the camera play the path and continuously loop.
Makes the camera play the path specified by targetname and continuously loop.
Stops the camera and switches the view back to the player.
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.
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”
Set the fov of the current path node
Set the fadetime of the current path node
Start the camera moving or watching
Pause the camera along its path.
Resume the camera’s movement
Stop the camera from moving and watching
Set the speed of the camera
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.
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.
Distance at which the camera should follow an entity, also used for orbit radius.
Yaw offset of the camera following an entity
Make the follow yaw absolute rather than relative to the follow entity’s angles
Make the follow yaw relative to the follow entitiy’s angles
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.
Height offset for orbiting an entity
Start watching an entity, and optionally the time over which the transition should occur. The default transition time is the camera’s 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.
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.
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.
Immediately make the camera look at the given entity
Immediately turn the camera to the desired angles. NewAngles is a vector
Immediately move the camera to the targetEntity’s origin
Immediately move to the specified world space position
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.
Switch cameras immediately, don’t transition over time
Next camera to use in a security camera system arrangement
Sets the thread of the camera which is accessed from a trigger_camerause