targetname | This camera's ID |
target | ID of the camera to trigger after wait seconds. If none, the cutscene is over |
cameraorigin | By default, the camera is located where the misc_cutscene_camera entity is. However, you can override the origin of the camera with this key, using a vector (X Y Z). Note that if parent misc_use_cutscene entity for this cutscene's "debug" value is "1", the final origin of current camera is displayed in-game. |
cameraangle | Absolute angles for the camera when first triggered (like "angle" but with extra X and Y orientations). X Y Z vector. |
rotate | X Y Z maximal rotational velocity, this value depends on "accel" and "decel". |
target2 | ID of the entity to point to (overrides angles) |
cameravel | [forward] [right] [up] speed to move from initial angle |
cameravelrel | [forward] [right] [up] speed to move relative to current frame angle |
wait | Time before switching to next camera in seconds (default=5) |
accel | Acceleration rate when starting to move |
decel | Deceleration rate when approaching the end of "reactdelay" |
delay | Delay before starting to move ("decel" and "accel" must be set) |
reactdelay | Moving time ("accel" must be set, if there's no "decel", the camera will never stop moving) |
duration | Fade out time in seconds, this event is triggered after "delay"+"reactdelay" seconds (the camera has stopped moving and/or when the camera wait delay is over). |
name | Sound to play when triggered (.wav) |
sight_target | Talking actor (if "name" is set) |
deadticks | Field of view of this camera (default=90) |
scriptname | Script name to trigger when starting the camera (see "Scripts names") |
count | Usage unknown, leave it alone |