Create camera 'movement'
I was wondering how you 'create' your own camera sequence without parenting it to the regular 'blackouts' and those kind of things you parent a camera to.
Is it some way to create a own camera movement sequence??
A point_viewcontrol will create the smoothest camera sequence but it 'smooths' itself into walls and other objects. If you want a perfect camera sequence, you will need to fiddle and test endlessly in order to turn where you want by setting speed and tracking speed of the camera while it is moving.
A point_viewproxy enables the player to move the camera around, however the camera is defined by its' viewing entity. This way you will have to parent it to a train or an attachment point in an animation to move.
The alternate way to do this is to create a prop_vehicle_choreo_generic and change the model to models/br_camera/br_player_view_end.mdl and parent the model to a train. (If this model doesn't exist it is probably not a Valve model :S) You can then forcefully make the player enter the vehicle and start the train to follow the path.
Example:
tuberide_vehicle.vmf
There is also a camera you can use to affect the coop bots: a point_viewcontrol_multiplayer. This entity behaves like a point_viewcontrol however the smoothing camera movements are not included and is mainly just for taking over the player's view for disassembling etc.
Kingofaperture wrote:
can i parent it to anything??
Try it 
But the best thing to parent it to is a func_track_train I suppose...
Fracture wrote:
i had them parented to targets for awhile and suddenly that stopped working. infact portal 2 wont even open at all now
Sounds like you need a verify of cache friend.
So, the Tank gets a Target and the result looked (almost) Smooth,