point_viewcontrol bugged
Quote from Eternalz on February 4, 2013, 4:06 pmHello 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!
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!

Quote from BenVlodgi on February 4, 2013, 4:17 pmEternalz 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
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
Quote from Eternalz on February 4, 2013, 7:32 pmYou mean spin the camera 180 degress (to the left or right you mean). I tried it, it did not make any diffrence. How would that help?
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.
You mean spin the camera 180 degress (to the left or right you mean). I tried it, it did not make any diffrence. How would that help?
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.
Quote from FelixGriffin on February 4, 2013, 9:32 pmParenting and "entity to look at" don't play nicely with each other.
Parenting and "entity to look at" don't play nicely with each other.

Quote from ChickenMobile on February 5, 2013, 12:17 amFelixGriffin 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.
Exactly. This entity should either follow paths while looking at a target or be parented - not both.

Quote from josepezdj on February 5, 2013, 1:09 amFor my map Damask I did use parenting plus "entity to look at", so it can be done. Use a named info_target entity for the "entity to look at" and place it where you desire the point_viewcontrol to look at.
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!
For my map Damask I did use parenting plus "entity to look at", so it can be done. Use a named info_target entity for the "entity to look at" and place it where you desire the point_viewcontrol to look at.
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!
Quote from Eternalz on February 5, 2013, 8:31 amThanks for the replies! I never did use parenting btw. What solved my problem was simply to create a new point_viewcontrol which "entity to look at" was pointed at an info_target. I have no idea why it bugged earlier and only looked at the player himself.
Thanks for the replies! I never did use parenting btw. What solved my problem was simply to create a new point_viewcontrol which "entity to look at" was pointed at an info_target. I have no idea why it bugged earlier and only looked at the player himself.

Quote from ChickenMobile on February 5, 2013, 8:55 amPerhaps you had the 'follow player' flag ticked.
Perhaps you had the 'follow player' flag ticked.