PlayCameraPath
playCameraPath
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.
Plays a sequence of camera poses with per-point travel times, optional holds and optional looping.
Syntax
-- Client-side
number|false playCameraPath(table points [, table options])
-- Server-side
bool playCameraPath(int playerId, table points [, table options])
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | Server-side only: the connected player whose local camera receives the command. |
points |
table |
yes | Dense 1-based array of 1 to 32 pose tables. Each point has durationMs (default 2000, minimum 1) and holdMs (default 0). |
options |
table |
no | Optional loop (boolean, default false) and easing (linear/smooth/in/out, default smooth). |
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
playCameraPath({
{x=state.playerX - 5, y=state.playerY, z=state.playerZ + 3,
pitch=-15, yaw=0, roll=0, fov=75, durationMs=2000, holdMs=500},
{x=state.playerX - 4, y=state.playerY + 3, z=state.playerZ + 3,
pitch=-15, yaw=-35, roll=0, fov=70, durationMs=2500, holdMs=250}
}, {loop=false, easing="smooth"})
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:
PlayCameraPath. - Client-side: the first point can inherit omitted pose fields from a ready acknowledged cache; without one it must contain all seven pose fields. Later points inherit missing pose fields from the previous point.
- Server-side: every point independently requires x/y/z. Missing angles default to 0 and FOV to 90; server points do not inherit the previous point's pose.
- The sum of all durationMs and holdMs values must not exceed 600,000 ms. Timings are non-negative integers; travel duration per point must be greater than 0. A looping path repeats this bounded sequence until stopped, reset or interrupted.
- Client success:
applied, thencompletedfor a non-looping path. Loops do not emit completed while running. Use stopCameraMovement to hold the current view or resetCameraPos to return to gameplay. - 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.
- 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.