point_viewcontrol bugged

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Eternalz
24 Posts
Posted Feb 04, 2013
Hello there!

Apperantly point_viewcontrol is bugged. I activate it with a trigger and all it does is looking back at the player (or is it the trigger it's looking at). I have optimized it so it will look at a door infront of him but still the camera only points at the character. There is some kind of solution at valve's page but I dont understand it.

I require help from you guys!

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BenVlodgi
633 Posts
Posted Feb 04, 2013
Replied 11 minutes later

Eternalz wrote:
Hello there!

Apperantly point_viewcontrol is bugged. I activate it with a trigger and all it does is looking back at the player (or is it the trigger it's looking at). I have optimized it so it will look at a door infront of him but still the camera only points at the character. There is some kind of solution at valve's page but I dont understand it.

I require help from you guys!

rotate it 180 degrees

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Eternalz
24 Posts
Posted Feb 04, 2013
Replied 3 hours later
You mean spin the camera 180 degress (to the left or right you mean). I tried it, it did not make any diffrence. How would that help?
I have written the name of the "entity to look at" so there shouldn't be any reason why it shouldn't look at that entity.
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FelixGriffin
2,680 Posts
Posted Feb 04, 2013
Replied 2 hours later
Parenting and "entity to look at" don't play nicely with each other.
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ChickenMobile
2,460 Posts
Posted Feb 05, 2013
Replied 2 hours later

FelixGriffin wrote:
Parenting and "entity to look at" don't play nicely with each other.

Exactly. This entity should either follow paths while looking at a target or be parented - not both.

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josepezdj
2,386 Posts
Posted Feb 05, 2013
Replied 52 minutes later
For my map Damask I did use parenting plus "entity to look at", so it can be done. Use a named *info_target * entity for the "entity to look at" and place it where you desire the point_viewcontrol to look at.

EDIT

Don't really know who said 'parented' here :biggrin: 'cause I don't think the OP did... However I'll explain my settings in the case the OP can take advantage of them. Indeed the point_viewcontrol is buggy, but I think it's not in the way your think, Eternalz; it can't be parented directly to a func_tracktrain, and that's the fix that the wiki explains, this is what I did:

  • I had the point_viewcontrol parented to a func_door that was parented to a func_tracktrain (that followed path_tracks).

*On a side note, the func_door can help you out to perform smoother movements for example when your path the tracktrain follows describe a corner. *

  • Then I had a bunch of named info_targets. On "entity to look at" I enter the name of one of those; then, to make the point_viewcontrol look alternately to the others I simply fire outputs "SetTarget" [new entiy to look at name here] from the path_tracks (with the input "OnPass")

Important note: I can't remember clearly, but it seems to me that maybe your issue is related to the point_viewcontrol "floating in midair"; try parenting it at least to a simple func_door only and setting the "entity to look at" to whatever entity.

Good luck!

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Eternalz
24 Posts
Posted Feb 05, 2013
Replied 7 hours later
Thanks for the replies! I never did use parenting btw. What solved my problem was simply to create a new point_viewcontrol which "entity to look at" was pointed at an info_target. I have no idea why it bugged earlier and only looked at the player himself.
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ChickenMobile
2,460 Posts
Posted Feb 05, 2013
Replied 24 minutes later
Perhaps you had the 'follow player' flag ticked.
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Eternalz
24 Posts
Posted Feb 12, 2013
Replied 7 days later

ChickenMobile wrote:
Perhaps you had the 'follow player' flag ticked.

Probably lol :smile: