description:
inserts a camera that will be used for the intermission screen (more than one can be used)
usage:
There are two parts to using an info_intermission camera. First, you have to place it somewhere...this is it's
viewpoint. The second thing you must do is give it a "mangle" key (explained below).
keys/values
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"mangle"
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consists of an "x y z" value, where:
x is the upward/downward angle of the camera. to look straight ahead, the angle would be 0. To look
down, you would use a positive angle, and to look up, a negative angle.
y is the direction the camera will be facing. This is the same value as you would use for an "angle"
attribute. (ie: north = 90, east = 0, south = 270, and west = 180)
z is the "roll" of the camera, like when you are dead and the screen "tilts". A poitive angle will tilt to
the right, a negative to the left.
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comments:
If more than one info_intermission is present in a level, quake will choose randomly between them for the
intermission camera view. If there are no cameras present in a level, the intermission view will be from the
info_player_start perspective.
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