2nd Camera Confusion

Faulk_Wulf

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Hello. I made my first camera, parented it to a scanner. It works perfect. So I made a second camera, and parented it to a combine. Now this one kind of works. The second monitor displays a picture, and when the combine is killed all the second camera effects take place. (Kill tv/camera, toggle a new wall with texture). The only problem is TV2 displays camera one's sight. (What the scanner sees). Also, one other quirk- the texture is off to the left a bit dispite having hit "fit" several times. Now all the links are correct. I even redid them to make sure.

camera1
camera1_link
tv1
scanner1 (parent of camera1)

camera2
camera2_link
tv2
wall1 (a black box for the translucent display.)
wall2 (func_toggle_wall, blank monitor image.)
combine1 (parent of camera2)

So... if all this is set right, and there are no map problems, why does my second camera refuse to function properly? Thank you.
 
I think by default Source can only display one camera's view at a time. I think there's ways around it but I don't know how yet.
 
Faulk_Wulf said:
Hello. I made my first camera, parented it to a scanner. It works perfect. So I made a second camera, and parented it to a combine. Now this one kind of works. The second monitor displays a picture, and when the combine is killed all the second camera effects take place. (Kill tv/camera, toggle a new wall with texture). The only problem is TV2 displays camera one's sight. (What the scanner sees). Also, one other quirk- the texture is off to the left a bit dispite having hit "fit" several times. Now all the links are correct. I even redid them to make sure.

camera1
camera1_link
tv1
scanner1 (parent of camera1)

camera2
camera2_link
tv2
wall1 (a black box for the translucent display.)
wall2 (func_toggle_wall, blank monitor image.)
combine1 (parent of camera2)

So... if all this is set right, and there are no map problems, why does my second camera refuse to function properly? Thank you.

I had the same problem with cs_assault (i am the only one that put cameras for source in assault)...i tried 3 cameras-as it should be, but all the monitors show what camera 1 is showing. i gave up and just lef the main camera.
He could be right about the 1 camera thing.
 
wonder how you could get around it then? didn't Valve do it with all the security screens in Nova Prospekt?
 
Audiophile said:
wonder how you could get around it then? didn't Valve do it with all the security screens in Nova Prospekt?
they just switched between camera's AFAIK. Which you can do. You just can't have two camera's active at the same time, well without extra coding I imagine.

Depending on the camera's, if you could only see one at a time anyway, use a trigger for when you pass into a different area to switch the camera to a new one using the I/O thingies.
 
Rats. So much for making a security room. (At least the way I had it planned.)
 
Faulk_Wulf said:
Rats. So much for making a security room. (At least the way I had it planned.)
Yeah, same thing for Sourceworld. Never mind though, always ways around things and tricks that can be done.
 
Yeah, right now I'm just using a slew of buttons. If you come up with something more convinient or know of some tutorial, please let me know.
 
Faulk_Wulf said:
Yeah, right now I'm just using a slew of buttons. If you come up with something more convinient or know of some tutorial, please let me know.
Well the method we'll probably do is just have the camera's switch through on their own, every few seconds or so. Or just have one big monitor up on the wall.

Another method is you could have a moving object that you control and have a camera attached to that, move it around your map to follow things, kinda like a manually controlled scanner.. or heck just have a bunch of scanners with camera's attached to them and then let them go about their business while you have the camera's switch every 20 seconds. In our case with SW, the users wont know which camera is active or where the camera's really all are anyway. So can still work well.
 
Control a strider from a control room. Instead of actually riding in it. Hl2 owns, thats all there is to it.
 
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