SetCameraFOV: 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>. Server-side also accepts <code>setCameraFov</code>; client spelling retains uppercase FOV. | * Client success phase: <code>applied</code>. Server-side also accepts <code>setCameraFov</code>; client spelling retains uppercase FOV. | ||
* 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 | * 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 | * 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
setCameraFOV
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.
Sets the scripted camera's field of view in degrees without changing its position or rotation.
Syntax
-- Client-side
number|false setCameraFOV(number fov)
-- Server-side
bool setCameraFOV(int playerId, number fov)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | Server-side only: the connected player whose local camera receives the command. |
fov |
number |
yes | Finite field of view from 15 to 150 degrees, inclusive. |
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
setCameraFOV(70)
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:
SetCameraFOV. - Client success phase:
applied. Server-side also acceptssetCameraFov; client spelling retains uppercase FOV. - 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.