Point_camera entities display a camera view on a screen like a television. You, the player, can still walk around and interact with the world while a point_camera entity is active. Point_viewcontrol entities, by contrast, take over the player's view. The player can still walk around with a point_viewcontrol entity active, but there is always the option (flag) to freeze the player so they can't walk or look around. These cameras can be told to always look at a specific entity or even the player. Point_viewcontrols entities can even move along a path like a train. Point_viewcontrol entities are perfect for cutscenes, so let's make one!
The example map ch8_viewcontrol
has a prebuilt and prescripted entity setup for your reference in this section. In the example map, the level fades in as the camera moves towards a house. When the camera nears the door, it opens to reveal a dead zombie. After scoping out the room, the camera stops at our players' view and we attain control...