preloadCamera: Difference between revisions
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{{RV|type=command | |||
|game1= ofpe | |||
|version1= 1.00 | |||
|game2= arma1 | |||
|version2= 1.00 | |||
|game3= arma2 | |||
|version3= 1.00 | |||
|game4= arma2oa | |||
|version4= 1.50 | |||
|game5= tkoh | |||
|version5= 1.00 | |||
|game6= arma3 | |||
|version6= 0.50 | |||
|gr1= Camera Control | |||
|descr= Preload all textures and models around given [[Position]] to avoid visual artifacts after camera is moved. | |||
Should be used before any abrupt camera change/cut. | |||
Returns true once all data is ready. See [[camPreload]] for alternative, more flexible camera preloading. | |||
|s1= [[preloadCamera]] position | |||
|p1= position: [[Array]] format [[Position]] | |||
|r1= [[Boolean]] | |||
|x1= <sqf>waitUntil { preloadCamera markerPos "cam_location_2" };</sqf> | |||
|seealso= [[camPreload]] [[camPreloaded]] | |||
}} |
Latest revision as of 12:02, 30 April 2024
Description
- Description:
- Preload all textures and models around given Position to avoid visual artifacts after camera is moved. Should be used before any abrupt camera change/cut. Returns true once all data is ready. See camPreload for alternative, more flexible camera preloading.
- Groups:
- Camera Control
Syntax
- Syntax:
- preloadCamera position
- Parameters:
- position: Array format Position
- Return Value:
- Boolean
Examples
- Example 1:
Additional Information
- See also:
- camPreload camPreloaded
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Camera Control