SetPlayerCamera
Puts the player’s view at a point, looking at another - a cutscene, a view over a town.
The player’s 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 - a narrow one zooms in. Their body stays where it is,
its head shown, and their keys still move it - hold them with TogglePlayerControllable for a cutscene. The view stays there
until ResetPlayerCamera, through a death or a respawn; a rejoin starts with their own view. Several calls in a row make a
camera tour: each glides on from where the last one is.
Syntax
Section titled “Syntax”SetPlayerCamera(pid, x, y, z, lx, ly, lz [, ms, fov])| Parameter | Type | |
|---|---|---|
pid |
number | the player |
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) |
Returns
Section titled “Returns”boolean - false when not connected, or when the point looks nowhere (it is the camera’s own)
Example
Section titled “Example”-- the house for sale, from across the street and zoomed in, then the player's own view againTogglePlayerControllable(pid, false)SetPlayerCamera(pid, 1302.0, 1080.0, 31.0, 1310.5, 1092.0, 28.0, 2000, 40)SetTimer(function() ResetPlayerCamera(pid, 1500) TogglePlayerControllable(pid, true)end, 6000)See also
Section titled “See also”ResetPlayerCamera · IsPlayerCameraSet · TogglePlayerControllable · the Players group of the index
