point_viewcontrol bugged
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!
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
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.
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.
EDIT
Don't really know who said 'parented' here
'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!
ChickenMobile wrote:
Perhaps you had the 'follow player' flag ticked.
Probably lol 