Skip to content

SetCamera

Puts this player’s view at a point, looking at another - the client side of the game mode’s camera.

The view moves to x y z and looks at lx ly lz, gliding there from where it is over ms milliseconds (0 = a cut, at most 60000; the glide eases in and out), with the field of view fov. The player’s body stays where it is, its head shown, and their keys still move it. It is the same camera the game mode moves with its SetPlayerCamera: the last call - this one or the mode’s - wins. The view holds until ResetCamera.

SetCamera(x, y, z, lx, ly, lz [, ms, fov])
Parameter Type
x number metres - where the camera stands
y number metres
z number metres
lx number metres - the point it looks at
ly number metres
lz number metres
ms number the glide from where the view is, milliseconds (0 = a cut) (optional)
fov number the field of view in degrees, 10-120 (nil = the player’s own) (optional)

boolean - false for a point that looks nowhere (it is the camera’s own) or before the world is up

-- a slow look around the market square when the player opens the town's page
function OnServerEvent(name, data)
if name == "town_view" then SetCamera(1290, 1070, 40, 1280, 1088, 27, 3000) end
if name == "town_view_end" then ResetCamera(1500) end
end

ResetCamera · IsCameraSet · GetLookTarget · the The player, the level and the frame group of the index