OrbitCamera
orbitCamera
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.
Moves the scripted camera around a fixed world-space centre while looking at that centre.
Syntax
-- Client-side
number|false orbitCamera(table center, table options)
-- Server-side
bool orbitCamera(int playerId, table center, table options)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | Server-side only: the connected player whose local camera receives the command. |
center |
table |
yes | Required numeric x/y/z centre coordinates in metres. The centre is captured at submission and does not automatically follow a moving player. |
options |
table |
yes | radius=5 (0.1..50 m), height=2 (-50..50 m), startAngle=0 degrees, sweepAngle=360 (-3600..3600 degrees), durationMs, loop=false, easing="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
orbitCamera({x=state.playerX, y=state.playerY, z=state.playerZ + 1.2},
{radius=5, height=2, durationMs=8000, loop=true, easing="linear"})
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:
OrbitCamera. - Client-side options must specify durationMs from 100 to 600,000 whole milliseconds. Server-side durationMs defaults to 10,000 when omitted.
- startAngle is finite with an absolute maximum of 360,000 degrees. A negative sweepAngle reverses direction. The centre and complete orbit extent must remain within the finite world-coordinate range: centre.x +/- radius, centre.y +/- radius and centre.z + height must each stay between -1,000,000 and 1,000,000 metres, even for a partial sweep. This is not a distance limit from the player.
- The current FOV is preserved. For login backgrounds, set FOV separately; use Scripted camera for a lifecycle-safe example.
- Client success:
applied, thencompletedonly for a non-looping orbit. A looping orbit runs until stopped, reset, interrupted or invalidated. - 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.