SetCameraLookAt: Difference between revisions

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Document scripted camera API and events available from G1R:MP 0.1.3
 
Update 0.1.3 camera world placement, streaming safety and far camera test
 
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* Client success phase: <code>applied</code>. This is not the legacy experimental <code>setCameraTarget</code> API.
* Client success phase: <code>applied</code>. This is not the legacy experimental <code>setCameraTarget</code> API.
* Only the owning resource may change an already controlled camera. Server and client ownership are distinct, even when resource names match; use one side consistently for a camera sequence.
* Only the owning resource may change an already controlled camera. Server and client ownership are distinct, even when resource names match; use one side consistently for a camera sequence.
* Camera positions and complete paths/orbits must stay within 100 metres of the local character. Camera control does not move the character, change replication distance, freeze input, or enable remote-player spectating.
* Camera positions, paths and orbits have no distance limit relative to the local character. All world coordinates must remain finite and within -1,000,000 to 1,000,000 metres; the complete orbit extent is validated too. Camera control does not move the character, change replication distance, freeze input, or enable remote-player spectating.
* Use [[resetCameraPos]] to restore gameplay view. Resource stop, disconnect and world/character changes release camera ownership; see [[onClientCameraReset]].
* Use [[resetCameraPos]] to restore gameplay view. Resource stop, disconnect and world/character changes release camera ownership; see [[onClientCameraReset]].
* An applied acknowledgement confirms command handling, not that the resulting view has rendered. For a fresh read-back, request state after another frame or a short timer. See [[Scripted camera]] for lifecycle, acknowledgement and state-cache details.
* An applied acknowledgement confirms command handling, not rendering or completion of world streaming. For a fresh read-back, request state after another frame or a short timer. See [[Scripted camera]] for distant scenes, lifecycle, acknowledgement and state-cache details.


[[Category:Lua Functions]]
[[Category:Lua Functions]]
[[Category:Shared Functions]]
[[Category:Shared Functions]]
[[Category:Camera Functions]]
[[Category:Camera Functions]]

Latest revision as of 00:07, 9 September 2026

setCameraLookAt

AVAILABLE FROM UPDATE 0.1.3
This function is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.

Rotates the scripted camera to look at a world-space point without changing its position or FOV.

Syntax

-- Client-side
number|false setCameraLookAt(number x, number y, number z)
-- Server-side
bool setCameraLookAt(int playerId, number x, number y, number z)

Parameters

Name Type Required Description
playerId int yes Server-side only: the connected player whose local camera receives the command.
x number yes World-space X coordinate in metres; finite and within -1,000,000 to 1,000,000.
y number yes World-space Y coordinate in metres; finite and within -1,000,000 to 1,000,000.
z number yes World-space Z coordinate in metres; finite and within -1,000,000 to 1,000,000.

Returns

Client-side: a positive requestId, or false when validation or queuing fails. Wait for onClientCameraCommandResult to learn the execution result. Server-side: true only means validated and queued for the connected player; false means rejected. A server return value is not a client acknowledgement.

Examples

Read the local camera/player state before issuing the command. The command's own result arrives separately in onClientCameraCommandResult.

-- Client-side: run after the local world and player camera are ready.
local query
addEventHandler("onClientCameraCommandResult", resourceRoot,
    function(requestId, ok, phase, errorText, stateJson)
        if requestId ~= query then return end
        query = nil
        if not ok or phase ~= "state" then
            outputDebugString("Camera query failed: " .. tostring(errorText), 2)
            return
        end
        local state = getCameraState()
        if not state or not state.ready then return end
        setCameraLookAt(state.playerX, state.playerY, state.playerZ + 1.2)
    end)
query = requestCameraState()
if not query then outputDebugString("Camera query was not queued", 2) end

Notes

  • Available in client-side and server-side resource scripts. Equivalent PascalCase spelling: SetCameraLookAt.
  • The point is a world-space target, not a player ID or a persistent follow attachment. The resulting roll is 0.
  • Client success phase: applied. This is not the legacy experimental setCameraTarget API.
  • Only the owning resource may change an already controlled camera. Server and client ownership are distinct, even when resource names match; use one side consistently for a camera sequence.
  • Camera positions, paths and orbits have no distance limit relative to the local character. All world coordinates must remain finite and within -1,000,000 to 1,000,000 metres; the complete orbit extent is validated too. Camera control does not move the character, change replication distance, freeze input, or enable remote-player spectating.
  • Use resetCameraPos to restore gameplay view. Resource stop, disconnect and world/character changes release camera ownership; see onClientCameraReset.
  • An applied acknowledgement confirms command handling, not rendering or completion of world streaming. For a fresh read-back, request state after another frame or a short timer. See Scripted camera for distant scenes, lifecycle, acknowledgement and state-cache details.