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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Trigger_camera</id>
	<title>Trigger camera - Revision history</title>
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	<updated>2026-04-24T18:24:15Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Trigger_camera&amp;diff=277&amp;oldid=prev</id>
		<title>GeckonCZ: Import of converted entguide pages from Sven Manor.</title>
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		<updated>2019-01-27T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;Import of converted entguide pages from Sven Manor.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
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When triggered, temporarily swaps the player&amp;#039;s view with that of the camera, and has the camera follow a path, if set up that way. This is usually used for cut-scenes. Set the camera target to make trigger_camera look at this target, e.g. set it to func_train and camera will look at this func_train (this train need origin brush), you can also use info_target for this. By default, camera moves among path made by path_corners, smooths it&amp;#039;s movement in the whole path, and facing target (when no target specified, the camera takes it&amp;#039;s angles). Triggering another camera when previous is still playing overrides first camera.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|AS Mouse Event Callback Name|m_iszASMouseEventCallbackName|Name of AngelScript method to call on camera mouse events. Visit Sven Coop forums for more.}}&lt;br /&gt;
{{Entity_keyvalue|AS Key Input Callback Name|m_iszASKeyInputCallbackName|Name of AngelScript method to call on camera input events. Visit Sven Coop forums for more.}}&lt;br /&gt;
{{Entity_keyvalue|Set Player Targetname|m_iszOverridePlayerTargetname|Set player&amp;#039;s targetname to new value when they use the camera, and revert those changes after finishing using it.}}&lt;br /&gt;
{{Entity_keyvalue|Target when player starts using|m_iszTargetWhenPlayerStartsUsing|Target to trigger when player starts using this camera.}}&lt;br /&gt;
{{Entity_keyvalue|Target when player stops using|m_iszTargetWhenPlayerStopsUsing|Target to trigger when player stops using this camera.}}&lt;br /&gt;
{{Entity_keyvalue|Target when turned off|m_iszTurnedOffTarget|Target to trigger when camera is turned off (e.g. when camera hold time expires).}}&lt;br /&gt;
{{Entity_keyvalue|Max players|max_player_count|Maximum number of players that can be using this camera at once, only applicable when &amp;#039;All players&amp;#039; flag is disabled.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Player tried to use, but the Max Players reached|max_player_target|Entity to trigger when player attempts to use the camera but &amp;#039;Max players&amp;#039; limit has been reached.}}&lt;br /&gt;
{{Entity_keyvalue|HUD: Health and Battery|hud_health|Specify if health and battery counters hud elements should be hidden during camera view.}}&lt;br /&gt;
{{Entity_keyvalue|HUD: Flashlight|hud_flashlight|Specify if flashlight indicator hud element should be hidden during camera view.}}&lt;br /&gt;
{{Entity_keyvalue|HUD: Weapons|hud_weapons|Specify if weapon belt and ammo bar hud elements should be hidden during camera view.}}&lt;br /&gt;
{{Entity_keyvalue|Custom Cursor (Sprite)|cursor_sprite|Name of custom sprite that will be used as the mouse cursor during camera view.}}&lt;br /&gt;
{{Entity_keyvalue|Hold time|wait|How many seconds camera controls player view. Player recovers his view and all camera effects are exterminated after that.}}&lt;br /&gt;
{{Entity_keyvalue|Path Corner|moveto|Name of path_corner this camera spawns at. Path_corners are entities that connected with each other creates path. &lt;br /&gt;
For static camera leave this empty. Supports path_track as well (but does no big difference).}}&lt;br /&gt;
{{Entity_keyvalue|Initial Speed|speed|Starting speed of camera when camera is moving.}}&lt;br /&gt;
{{Entity_keyvalue|Acceleration units/sec^2|acceleration|Amount of units the camera accelerates each second (if it&amp;#039;s moving). Doesn&amp;#039;t work when &amp;quot;Instant Move&amp;quot; is selected.}}&lt;br /&gt;
{{Entity_keyvalue|Stop Deceleration units/sec^2|deceleration|Amount of units the camera accelerates each second (if it&amp;#039;s moving). Seems to not working for camera. It is not required anyway, the camera actually smooth it&amp;#039;s movement very well. Doesn&amp;#039;t work when &amp;quot;Instant Move&amp;quot; is selected.}}&lt;br /&gt;
{{Entity_keyvalue|Camera Rotation Speed|turnspeed|Camera rotation speed. Camera does not rotate itself as that, it also won&amp;#039;t rotate within path_corners/path_tracks (only micro rotations when camera moves smoothly (&amp;quot;Instant Move&amp;quot; not selected) and tries to keep target on the center of the screen). &lt;br /&gt;
The camera only rotates from starting angle to face it&amp;#039;s target when &amp;quot;Instant Turn is selected&amp;quot;. The starting angle is a default angle of the camera, if &amp;quot;start at player&amp;quot; is set, the starting angle is a player angle.}}&lt;br /&gt;
{{Entity_keyvalue|Click Action/Param|&amp;amp;lt;different&amp;amp;gt;|When &amp;quot;Mouse Cursor&amp;quot; is enabled, those are actions to perform when certain entities/surfaces are clicked with mouse:&lt;br /&gt;
Trigger Off: triggers clicked entity with &amp;#039;Off&amp;#039; stateTrigger On: triggers clicked entity with &amp;#039;On&amp;#039; stateTrigger Toggle: triggers clicked entity with &amp;#039;Toggle&amp;#039; state&lt;br /&gt;
Remove: removes clicked entity from the world&lt;br /&gt;
Hurt: deal a damage to clicked entity (Parameter = damage to deal)Heal: heal a clicked target (Parameter = heal amount)Spawn: spawns an entity in clicked location (Parameter = entity to spawn)Teleport: teleports to clicked location (Parameter = targetname of entity to teleport)Teleport Away: teleports clicked entity (Parameter = targetname, destination or coordinates)Create Explosion: creates an explosion effect on clicked surface/entity, no damageDrag: drags entities aroundExit Camera: close camera view, leave the camera and return to game (only if &amp;#039;Force View&amp;#039; flag is not selected)}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start at Player|Camera starts at player position, after that it will gradually switch to path_corner route. If no path_corner specified, the camera will move at the direction the player was looking at and won&amp;#039;t stop until hold time reach it&amp;#039;s limit.}}&lt;br /&gt;
{{Entity_flag|2|Follow Player|Uses player(!activator) as a target to looking at.}}&lt;br /&gt;
{{Entity_flag|4|Freeze Player|Players can&amp;#039;t move until end of camera movement.}}&lt;br /&gt;
{{Entity_flag|8|All Players|All players will be affected by trigger_camera (not only the !activator).}}&lt;br /&gt;
{{Entity_flag|16|Force View|Force camera view whenever player is dead or not.}}&lt;br /&gt;
{{Entity_flag|32|No Instant Turn|If selected, the camera won&amp;#039;t smooths its&amp;#039;s rotation FROM starting angles TO face target, instea it will turn instantanously. If &amp;quot;Start at Player&amp;quot; is selected, the player&amp;#039;s facing direction is the camera starting angle. If flag is not selected, the camera start facing it&amp;#039;s target, and the rotation speed is non-functional. If no &amp;quot;Target&amp;quot; specified, the flag is obsolete.}}&lt;br /&gt;
{{Entity_flag|64|Instant Move|If selected, the camera is moving from path to path without any movement smoothing.}}&lt;br /&gt;
{{Entity_flag|128|Mouse Cursor|Enable mouse cursor. Now all trigger_cameratarget entities are allowed to be clicked (until hold time ends).}}&lt;br /&gt;
{{Entity_flag|256|Player Invulnerable|Players cannot be hurt when view is swapped. Use it as often as possible to avoid monster attacking you while cutscene is in progress.}}&lt;br /&gt;
{{Entity_flag|512|Ignore Hold Time|Camera ignores hold time and will be turned off then retriggered.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The best way to make camera rotate is to &amp;quot;Target&amp;quot; the entity. The camera will face entity specified in &amp;quot;Target&amp;quot; field, it could be info_target, monster or even another train. If you make a train that moves in a same path as trigger_camera, but it&amp;#039;s a little further &lt;br /&gt;
in a path, the camera will face always the direction that it moves.When targeting func_train or other brush-based entity, the ORIGIN brush tied to those entities is required.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
5.06: Added &amp;#039;Exit Camera&amp;#039; action parameter in all &amp;#039;Click Action/Param&amp;#039; keyvalues.5.11: Added &amp;#039;AS Mouse Event Callback Name&amp;#039;, (...) and &amp;#039;Custom Cursor (Sprite)&amp;#039; keyvalues, changes &amp;#039;No Instant Turn&amp;#039; flag, &lt;br /&gt;
added &amp;#039;Ignore Hold Time&amp;#039; flag.5.15: Added &amp;#039;AS Key Input Callback Name&amp;#039; keyvalue.&lt;br /&gt;
&lt;br /&gt;
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{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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