Assault Cameras

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Assault Cameras

Postby Tutorial on Tue Mar 08, 2005 12:49 am

category
Counter-Strike: Source

description
Remember the cameras in the original cs_assault? Bring them back to Source with this tutorial.

keywords
cs, source, counter, strike, counter-strike, assault, camera, cameras.

This is a tutorial on creating security cameras like from Counter Strikes
Assault map for use in Counter Strike: Source.

This tutorial will use 4 entities: "info_player_terrorist", "info_target", "point_viewcontrol" and "func_rot_button".

If starting from scratch or testing this idea, create a hollowed cube about 256 units high and wide.

## Creating The Camera

In one corner place an object of any kind, create an "info_player_terrorist" in the diagonaly opposite corner then above the players start a little way (say 20 units from head), create a "point_viewcontrol" and name this "sec_cam1", set the "pitch yaw roll" to point to at the object you created in the opposite corner.

Then create an "info_target" at the center of the object you want to be looking at and name it "sec_cam1_tar".

Bring the properties of the "point_viewcontrol" up again and set the "Entity to Look At" to "sec_cam1_tar".

## Creating Button to View from Camera

Lets create a basic button, this tutorial will be updated later to incoperate using a screen shot from the camera to use on the screen.

First create just a plain box (any texture u can replace this or modify placing and shape later) about (32 x 32) on the ground in front of the players start, then box still selected press "Ctrl + T" to turn this into an entity.

You should then set the box to have an entity name of "func_rot_button", name it "sec_cam1_screen", set the "Distance" to 0. Then click on the tab "Outputs" and click "Add", enter these values for the first of two:

My Output Named: OnIn
Target Entities Named: sec_cam1
Via This Input: Enable

Now to create the second Output:

My Output Named: OnIn
Target Entities Named: sec_cam1
Via This Input: Disable

The following flags need to be checked:

Toggle
Use Activates


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Postby ReK0 on Sun May 01, 2005 2:17 am

Well I didnt get the right result. To tell you the truth this tutorial could use some better explanation, its a little confusing.
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Postby ZenMunky on Thu May 19, 2005 1:23 pm

I couldnt get this to work either. The viewcontrol points however did make it so that during the start up team select it looks through one of the cameras, cool but now what I was hoping for. I made 3 cameras in total, with 3 monitors. However when I "used" a monitor, what happened was instead the POV would spin away from the player and lock onto exactly where my player was standing however the player model is rendered invisible. I am then able to walk around the room for 15 odd seconds, with the camera following my invisble man, before it reverts back to normal.

I'd like a bit more clarification on this tutorial, some screens would help a lot...
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Postby Guessmyname on Thu May 19, 2005 6:54 pm

Look at the flags in the point_viewcontrol. There should be some stuff about locking on to the player, wether the player can move etc
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Postby jacc0s on Sat Jul 23, 2005 5:55 pm

very easy to understand nice tutorial tnx (just what i was looking for) :D
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Postby RevUpNL on Mon Feb 20, 2006 10:56 am

so just let me get this in my own words

i create a cube
i place 1 Terrorist in the corner and on the other side in the ceiling a point_viewcontrol and call this sec_cam1 and set its Pitch yaw Roll to the terrorist

then i create an Info_target witch must be placed between the Terrorist and the point_viewcontrol and call it sec_cam1_tar then go to its properties and set the entity to look at to sec_cam1_tar (this is the info_target)

then make a activation button i create a small box
then select it and press ctrl + T so i can make it an entity
then give it the entity name Func_rot_button and call it sec_cam1_screen (where is the screen from?) set distance to 0 then go to the tab called outputs and add the values:

OnIn
sec_cam1
Enable

then creat an second output:

OnIn
sec_cam1
disable

then flag Toggle and Use Activates

and if this works i push the button and i see the terrorist standing in the corner ?? thanks
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Postby Zerox_88 on Tue Sep 19, 2006 2:18 pm

when i try this my steam crashes. <.<

*edit* fixed the chrashing part...

gets the same problem as zenmunky instead.
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Postby Ace on Thu Feb 01, 2007 8:37 pm

nice discovery but the way mine is working has no use. waste of my time...sorry
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Postby SlappyBag on Thu Feb 01, 2007 8:47 pm

Don't we already have a tutorial on cameras?
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Postby spinakerjones on Sat Feb 24, 2007 1:09 am

well guys i got the problem where the cam looks at you but i fiddled around with it and all you have to do is look in flags on the camera and uncheck follow player and start at player (not sure those are the right terms but its something like that) then it will when pressed show you what the cam is pointing at
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Re: Assault Cameras

Postby Sleepydragn1 on Mon Jun 02, 2008 12:37 pm

Well, the other tutorial about cameras is for HL2 and some of the entities (all of them needed for the HL2 camera) don't exist in CS:S. So this is a alternative (and more complex) tutorial on how to get cameras working in CS:S.
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