StopCameraMovement: 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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* Stop does not return the view to the player and does not release ownership. Call [[resetCameraPos]] for that. | * Stop does not return the view to the player and does not release ownership. Call [[resetCameraPos]] for that. | ||
* 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
stopCameraMovement
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.
Stops the current scripted movement, path or orbit while retaining the camera at its current scripted pose.
Syntax
-- Client-side
number|false stopCameraMovement()
-- Server-side
bool stopCameraMovement(int playerId)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | Server-side only: the connected player whose local camera receives the command. |
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
Client-side example; wait for the indicated acknowledgement phase.
local request = stopCameraMovement()
if not request then outputDebugString("Camera stop was not queued", 2) end
Notes
- Available in client-side and server-side resource scripts. Equivalent PascalCase spelling:
StopCameraMovement. - Client success phase:
applied. An interrupted movement may also receivecancelledfor its earlier requestId. - Stop does not return the view to the player and does not release ownership. Call resetCameraPos for that.
- 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.