Camera Cycler

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Camera Cycler

Postby Tutorial on Thu Apr 28, 2005 10:17 pm

category
General Half-Life 2/Entities

description
Multiple cameras that can be switched between.

keywords
camera, cycler, monitors, monitor, point_camera.

Multiple monitors and camera cycler tutorial

In order for this to work in CS:S follow instructions here:
http://www.editlife.net/files/customfgd.php

Download this file: http://www.interlopers.net/downloads/files/Camera_cycler.zip then open the "Camera_cycle.vmf" into Hammer to use as reference.

I set up 4 'point_camera' entities and four 'func_monitor' brushes (Appearently there must be a trick to get 4 seperate monitors working using same dev/dev_xxx texture. In order for me to get them working I had to use 4 different monitor textures).

Here is a list of all entities and brushes required. Notice their names, they will be used later on and must match exactly.

4 - func_monitor brushes (all named 'monitor' without the quotes)
4 - point_camera entities (Cam1, Cam2, Cam3, Cam4)
1 - logic_case entity (cycler)
1 - logic_auto entity
----------------------------------------------------------------

1. Start out by positioning your point_camera entities and naming each one like noted...Cam1, Cam2, etc..

Image

2. Make your monitors, name them all the same name 'monitors' (see example map).
3. Create the logic_case entity. Open object properties (alt+enter). Make logic_case name: cycler
4. Name each Casexx number (In the class info tab) like so: Case01 = 01 all the way through to Case04 = 04) see example map.

Image

5. Click the Outputs Tab and 'Add' outputs for each camera (4 cameras = 4 Casexx #'s):

Image

(OnCase01)
Output: OnCase01
Target: monitor
Input: SetCamera
Parameter Override: Cam2
Delay: 0.00

Output: OnCase01
Target: Cam1
Input: SetOn
Delay: 0.00

Output: OnCase01
Target: cycler
Input: InValue
Parameter Override: 02
Delay: 4.00
----------------------------------------------------------
(OnCase02)
Output: OnCase02
Target: monitor
Input: SetCamera
Parameter Override: Cam3
Delay: 0.00

Output: OnCase02
Target: Cam2
Input: SetOn
Delay: 0.00

Output: OnCase02
Target: cycler
Input: InValue
Parameter Override: 03
Delay: 4.00
----------------------------------------------------------
(OnCase03)
Output: OnCase03
Target: monitor
Input: SetCamera
Parameter Override: Cam4
Delay: 0.00

Output: OnCase03
Target: Cam3
Input: SetOn
Delay: 0.00

Output: OnCase03
Target: cycler
Input: InValue
Parameter Override: 04
Delay: 4.00
----------------------------------------------------------
(OnCase04)
Output: OnCase04
Target: monitor
Input: SetCamera
Parameter Override: Cam1
Delay: 0.00

Output: OnCase04
Target: Cam4
Input: SetOn
Delay: 0.00

Output: OnCase04
Target: cycler
Input: InValue
Parameter Override: 01
Delay: 4.00
----------------------------------------------------------

4. Create the logic_auto entity.

Image

Output: OnMapSpawn
Target: cycler
Input: InValue
Parameter Override: 01
Delay: 0.00

----------------------------------------------------------


Logic auto gets it all fireing. Then each Case# in 'cycler' fires the next one and is looped by the last Case# calling the first.

If all is set up correctly you should see the same thing on all 4 monitors rotate throught each camera angle.

If anyone notices anything missing please let me know so I can fix it!

Hope this helps someone.

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Postby Sauce on Sat Nov 26, 2005 5:32 am

awesome tut! this is just what i've been looking for! My only question is would you be able to display stuff like game scores on the monitors or is it just stuf that you would be able to see from the camera?
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Postby verballydecapitating on Sat Nov 26, 2005 5:42 am

The monitor shows what the camera sees. You can't make the scores show up in the world, so no you can't.
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