cameraEffect: Difference between revisions

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| Sets the given effect on the given camera. If you want to switch the screen directly to the first-person, aiming, third-person or group view of an object, use [[switchCamera]] instead. The effect type "Terminate" is used to exit the current camera view and switch back to the player's view. Does not need [[camCommit]].
| Sets the given effect on the given camera. If you want to switch the screen directly to the first-person, aiming, third-person or group view of an object, use [[switchCamera]] instead. The effect type "Terminate" is used to exit the current camera view and switch back to the player's view. Does not need [[camCommit]].
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Since Arma 3 v1.73.142217, it is possible to terminate individual r2t source. For example: <code>cam [[cameraEffect]] ["terminate", "back", "rtt1"]; // would terminate "rtt1" r2t source
Since Arma 3 v1.74, it is possible to terminate individual r2t source. For example: <code>cam [[cameraEffect]] ["terminate", "back", "rtt1"]; // would terminate "rtt1" r2t source
cam [[cameraEffect]] ["terminate", "back"]; // would terminate all r2t sources</code><br>
cam [[cameraEffect]] ["terminate", "back"]; // would terminate all r2t sources</code><br>
{{Feature | important | One cannot mix and match [[cameraEffect]] and can either have multiple [[r2t]] cameras or a single camera for the whole screen. If one needs a background stream overlayed with [[r2t]] streams, this could be achieved by creating an object and using [[switchCamera]] to switch to it for background image, while using [[cameraEffect]] for [[r2t]] overlay (see Example 4)}}
{{Feature | important | One cannot mix and match [[cameraEffect]] and can either have multiple [[r2t]] cameras or a single camera for the whole screen. If one needs a background stream overlayed with [[r2t]] streams, this could be achieved by creating an object and using [[switchCamera]] to switch to it for background image, while using [[cameraEffect]] for [[r2t]] overlay (see Example 4)}}

Revision as of 10:19, 3 April 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Camera Control

Syntax

Syntax:
Syntax needed
Parameters:
camera: Object - object of type "camera"
[effectName, effectPosition, r2tName]: Array
effectName: String - the effect type (defined in main config or CfgCameraEffects >> Array). Defaults are: "Internal", "External", "Fixed", "FixedWithZoom", "Terminate"
effectPosition: String - position of the effect. One of: "TOP", "LEFT", "RIGHT", "FRONT", "BACK", "LEFT FRONT", "RIGHT FRONT", "LEFT BACK", "RIGHT BACK", "LEFT TOP", "RIGHT TOP", "FRONT TOP", "BACK TOP", "BOTTOM". These are usually used with "Fixed" and "FixedWithZoom" effect types. If not sure which position to use, set it to "BACK";
r2tName (Optional): String - Render To Texture surface reference
Return Value:
Return value needed

Examples

Example 1:
_cam cameraEffect ["internal", "BACK"];
Example 2:
_cam cameraEffect ["internal", "back", "rendersurface"];
Example 3:
cam = "seagull" camCreate (player modelToWorld [0,0,100]); cam cameraEffect ["FIXED", "LEFT TOP"]; cam camCommand "MANUAL ON";
Example 4:
_ctrl = findDisplay 46 createDisplay "RscDisplayEmpty" ctrlCreate ["RscPicture", -1]; _ctrl ctrlSetPosition [0.5, 0, 0.5, 0.5]; _ctrl ctrlSetText "#(argb,512,512,1)r2t(rtt1,1.0)"; _ctrl ctrlCommit 0; _cam1 = "camera" camCreate (ASLtoAGL eyePos player vectorAdd [0, -10, 0]); _cam1 cameraEffect ["Internal", "Back", "rtt1"]; _cam2 = "Land_HandyCam_F" createVehicle [0,0,0]; _cam2 enableSimulation false; _cam2 setPos (ASLtoAGL eyePos player vectorAdd [0, 10, 0]); _cam2 setDir (_cam2 getDir player); switchCamera _cam2;

Additional Information

See also:
switchCameracameraViewcameraOnsetPiPEffectcamCreatecameraEffectEnableHUDcamUseNVGsetCamUseTI

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on October 30, 2016 - 16:40 (UTC)
Killzone Kid
Types of camera for CfgCameraEffects config:
  • CamExternal (CamInterpolated) type = 0; // linked directly with object
  • CamStatic type = 1; // fixed point in space
  • CamStaticWithZoom type = 2; // fixed point in space
  • CamChained type = 3; // chained
  • CamTerminate type = 4; // terminate
  • CamInternal type = 5; // internal view