Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 81 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Tutorials

»
SOF1 Mapping
ratings:
Awful Rating
Poor Rating
Average Rating
Good Rating
Excellent Rating
Remote Cameras
Versions: You must be logged in to view history.
This tutorial is a combination of entities that, when combined, will provide you with a security camera with viewable monitor.

This tutorial is a combination of entities that, when combined, will provide you with a security camera with viewable monitor.

The entities used here will be:


func_remote_camera
trigger_multiple
info_notnull
misc_generic_security_camera

1. Place a misc_generic_security_camera in a location to your liking.

This camera hangs from post and must be placed directly under the ceiling or other object.

Give it an angle similar to that which the player will be viewing.

Mark the box for invulnerable since it doesn't make sense that a player could see through a camera after it has been destroyed.

2. If you'd like to have the camera rotate back and forth, continue with this step. Otherwise, skip to step 3 in this tutorial.

Mark the flag for rotate and give the camera a count of 45. This means that the camera will rotate 45 degrees to o­ne side and then reverse to rotate 45 degrees in the opposite direction making a total of a 90 degree rotation.

Set the speed to 5 which will cause the camera to rotate 5 degrees per second.

3. Place a func_remote_camera directly in front of the misc_generic_security_camera. This entity is the origin of the camera's view point.

Give it a target of camnull1.

Give it a targetname of cam1.

Give it a volume of 4. Volume is a necessary part of the entity in that it tell the game what view to provide the activating player.

Select the check box for No_Delete.

Select the check box for Activator_On. This is most important if you are placing this item into a deathmatch level. It will stop the other players from seeing the camera view when another player activates it.

4. Place an info_notnull in the location that you want the camera to target. This will be the exact center point of the camera's viewer.

Give it a targetname of camnull1.

5. Place a computer/tv monitor in the location that you wish the player to access the camera. It is not important to actually use a monitor to view the camera, but you want to be sure that the player understands what he/she is doing.

6. Place a trigger_multiple directly in front of the where you wish the player to activate the camera. If you are placing it o­n a table or other object, be sure to place it easily within the reach of the player.

It is suggested that you use the trigger texture to create a brush in front of the monitor and turn it into a trigger_multiple to accomplish this.

Give it a target of cam1.

Mark the check box for Usekey so that the player has to use the object in order to activate the view screen.

That should complete this project.

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»