MoveCameraTo
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moveCameraTo
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.
Interpolates the scripted camera from its current pose to a target position, rotation and FOV.
Syntax
-- Client-side
number|false moveCameraTo(table pose, number durationMs [, string easing = "smooth"])
-- Server-side
bool moveCameraTo(int playerId, table pose, number durationMs [, string easing = "smooth"])
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | Server-side only: the connected player whose local camera receives the command. |
pose |
table |
yes | Target pose using x/y/z, pitch/yaw/roll and fov. See side-specific defaults below. |
durationMs |
int |
yes | Whole milliseconds from 0 to 600,000; 0 performs an immediate transition. |
easing |
string |
no | One of linear, smooth, in or out. Defaults to 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
moveCameraTo({x=state.playerX - 5, y=state.playerY + 3, z=state.playerZ + 3,
pitch=-15, yaw=-30, roll=0, fov=70}, 3000, "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:
MoveCameraTo. - Client-side pose fields omitted after a ready acknowledged state inherit that resource's cached pose. Without such a cache, all seven fields (x, y, z, pitch, yaw, roll, fov) are required. Server-side x/y/z are required and omitted angles default to 0, FOV to 90; there is no server camera cache.
- Client success phases are
appliedfollowed bycompleted. A replacement movement, stop or reset can cancel the earlier movement; correlate results by requestId. - Rotation interpolation uses shortest-angle transitions; FOV is interpolated as part of the pose.
- 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.