StopCameraMovement
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 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.