SetCameraTarget: Difference between revisions
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Automatyczna aktualizacja dokumentacji funkcji |
Complete Lua function catalog |
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| Line 33: | Line 33: | ||
* Call <code>resetCamera</code> to return control to the player's normal camera. | * Call <code>resetCamera</code> to return control to the player's normal camera. | ||
[[Category:Lua Functions]] | |||
[[Category:Server Functions]] | [[Category:Server Functions]] | ||
[[Category:Camera Functions]] | [[Category:Camera Functions]] | ||
[[Category:Experimental Lua API]] | [[Category:Experimental Lua API]] | ||
Latest revision as of 09:54, 15 August 2026
setCameraTarget
Requests that one player's camera follows another connected player.
Syntax
bool setCameraTarget(int playerId, int targetPlayerId)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
targetPlayerId |
int |
yes | The connected player that should become the camera target. |
Returns
Returns true when the validated camera request is accepted and queued; otherwise returns false.
Examples
Temporarily spectate another player:
if setCameraTarget(playerId, targetPlayerId) then
setTimer(resetCamera, 5000, 1, playerId)
end
Notes
- Available only in server-side resource scripts.
- Experimental: this is a narrow target-follow request, not an arbitrary cinematic camera API.
- Call
resetCamerato return control to the player's normal camera.