ResetCameraPos

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resetCameraPos

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.

Releases this resource's scripted camera and restores the player's gameplay view, optionally blending.

Syntax

-- Client-side
number|false resetCameraPos([number blendMs = 0])
-- Server-side
bool resetCameraPos(int playerId [, number blendMs = 0])

Parameters

Name Type Required Description
playerId int yes Server-side only: the connected player whose local camera receives the command.
blendMs int no Blend duration in milliseconds, from 0 to 10,000. Zero requests an immediate reset.

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 resetRequest
addEventHandler("onClientCameraCommandResult", resourceRoot,
    function(requestId, ok, phase, errorText)
        if requestId ~= resetRequest then return end
        if ok and phase == "reset" then
            resetRequest = nil
            outputDebugString("Player camera restored")
        elseif not ok then
            resetRequest = nil
            outputDebugString("Camera reset failed: " .. tostring(errorText), 2)
        end
    end)
resetRequest = resetCameraPos(600)

Notes

  • Available in client-side and server-side resource scripts. Equivalent PascalCase spelling: ResetCameraPos.
  • Client success phase: reset, after the restore completes, not applied.
  • Only this resource's ownership is released; reset is not a way to seize another resource's camera or override a foreign cutscene.
  • An in-progress movement may receive cancelled. Interrupted reset requests can report error. Server-side also accepts resetCameraPosition.
  • Reset after a login transition must wait for your resource's confirmed spawn-completion signal, not merely authentication success.
  • 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.