camCreate: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|eff= global |= Effects in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Create a camera or a seagull object on the given position. Also other objects can be created this way, but vehicles created with camCreate cannot be entered. Any units created with camCreate will remain static. With difference to createVehicle, objects are created without consideration of the collision detection with surrounding objects, thus the objects are spawned exactly at the given position.camCreate is conducted immediately, the command doesn't wait for [[camCommit]]. |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| [[Object]] <nowiki>=</nowiki> "type" '''camCreate''' position |= Syntax
|game5= arma2oa
|version5= 1.50


|p1= type: [[String]] - either "camera", "seagull" or any other class name of OFP vehicles. |= Parameter 1
|game6= tkoh
|version6= 1.00


|p2= position: [[Position]] - position to create the object at |= Parameter 2
|game7= arma3
|version7= 0.50


| [[Object]] - 
|gr1= Camera Control
The newly created object is returned. |= Return value
____________________________________________________________________________________________
 
|x1= <code>_cam <nowiki>=</nowiki> "camera" camCreate ([[position]] [[player]])</code> |= Example 1
____________________________________________________________________________________________


|mp= camCreated objects are only visible locally (meaning they are client-side effects). |=
|eff= local
 
| [[camDestroy]], [[createVehicle]], [[createUnit]] |= See also


|descr= Create a camera or a seagull object on the given position. The creation happens immediately and doesn't wait for [[camCommit]].<br>
Among other commands, [[cameraEffect]] must be used to enter the camera's view and [[camDestroy]] to delete the created camera. See also [[:Category:Command Group: Camera Control|Camera Control]].
{{Feature|important|
* Other objects can be created this way, but vehicles created with [[camCreate]] cannot be entered
* Any unit created with [[camCreate]] will remain static
* Unlike [[createVehicle]], objects are created exactly at the given position, without consideration of the surrounding objects.
}}
}}


<h3 style="display:none">Notes</h3>
|s1= type [[camCreate]] position
<dl class="command_description">
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on August 3, 2006 - 14:14</dd>
|p1= type: [[String]] - camera type, one of the following:
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:''
* "camera"
* "seagull" (a crow in {{arma2}})
* "camconstruct"
* "camcurator" (Since {{Name|arma3zeus}})
* "crowe" (crow - {{arma3}})
* or any vehicle class suitable to be spawned with camera


In version 1.90+ [[createVehicle]] is a valid replacement (with special consideration to locality).
|p2= position: [[Array]] format [[Position#PositionAGL|PositionAGL]] - position at which to create the object


You can also use camCreate to create objects.
|r1= [[Object]] - the created camera


For example:
|x1= <sqf>_cam = "camera" camCreate (ASLToAGL eyePos player);</sqf>
<code>flare1 <nowiki>=</nowiki> "flare" camCreate [[getPos]] gameLogic_1</code>


However, soldier units created in this way have little or no AI.
|x2= <sqf>_flr = "flare" camCreate (position _myPlane); // works too</sqf>
</dd>


<!-- Note Section END -->
|mp= camCreated objects are only visible locally (meaning they are client-side effects).
</dl>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[camCommand]] [[camDestroy]] [[camSetFocus]] [[camCommit]] [[setPiPEffect]] [[createVehicle]] [[createUnit]] [[showCinemaBorder]] [[cameraEffect]] [[cameraEffectEnableHUD]]
 
}}
 
[[Category:Scripting Commands|CAMCREATE]]
[[Category:Scripting Commands OFP 1.96|CAMCREATE]]
[[Category:Scripting Commands OFP 1.46|CAMCREATE]]
[[Category:Scripting Commands ArmA|CAMCREATE]]
[[Category:Command Group: Camera Control|CAMCREATE]]

Latest revision as of 00:34, 16 May 2024

Hover & click on the images for description

Description

Description:
Create a camera or a seagull object on the given position. The creation happens immediately and doesn't wait for camCommit.
Among other commands, cameraEffect must be used to enter the camera's view and camDestroy to delete the created camera. See also Camera Control.
  • Other objects can be created this way, but vehicles created with camCreate cannot be entered
  • Any unit created with camCreate will remain static
  • Unlike createVehicle, objects are created exactly at the given position, without consideration of the surrounding objects.
Multiplayer:
camCreated objects are only visible locally (meaning they are client-side effects).
Groups:
Camera Control

Syntax

Syntax:
type camCreate position
Parameters:
type: String - camera type, one of the following:
  • "camera"
  • "seagull" (a crow in Arma 2)
  • "camconstruct"
  • "camcurator" (Since Arma 3 Zeus)
  • "crowe" (crow - Arma 3)
  • or any vehicle class suitable to be spawned with camera
position: Array format PositionAGL - position at which to create the object
Return Value:
Object - the created camera

Examples

Example 1:
_cam = "camera" camCreate (ASLToAGL eyePos player);
Example 2:
_flr = "flare" camCreate (position _myPlane); // works too

Additional Information

See also:
camCommand camDestroy camSetFocus camCommit setPiPEffect createVehicle createUnit showCinemaBorder cameraEffect cameraEffectEnableHUD

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