SetCameraRot

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setCameraRot

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 scripted-camera pitch, yaw and roll in degrees, preserving its current position and FOV.

Syntax

-- Client-side
number|false setCameraRot(number pitch, number yaw [, number roll = 0])
-- Server-side
bool setCameraRot(int playerId, number pitch, number yaw [, number roll = 0])

Parameters

Name Type Required Description
playerId int yes Server-side only: the connected player whose local camera receives the command.
pitch number yes Pitch in degrees; finite, absolute value at most 360,000.
yaw number yes Yaw in degrees; finite, absolute value at most 360,000.
roll number no Roll in degrees; defaults to 0, absolute value at most 360,000.

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
        setCameraRot(-15, state.yaw + 30, 10)
    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: SetCameraRot.
  • Client success phase: applied. Server-side also accepts setCameraRotation.
  • 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.