Camera Tutorial
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Basics
A cinematic camera is what is commonly known as a "cutscene"; the player's input are dismissed and events happen during the video.
A camera is local to the computer where the script has been called; one player could see a cutscene but still get killed by another player that didn't trigger the video.
How to
The list of all camera commands can be found in the Camera command group category.
Create the camera
Enter the camera
Select a target
Object target
Position target
Place the camera
World position
Relative position
_camera camCommitPrepared 0; // required to apply the prepared target first - otherwise a long trip from [0,0,0] is to follow
_camera camPrepareRelPos [0,5,0];
Apply camera's Field of View
_camera camPrepareFOV 0.5; // standard FOV is 0.7; lesser (e.g 0.5) is zoomed in, greater (e.g 0.9) is zoomed out
Apply all the changes
Immediately or with transition
With a loading timeout
_camera camPreload 3; // since Armed Assault - instantly moves the camera once preload or timeout is done.
// tells the game to preload the future field of view. 3 here is a timeout, 0 for infinite timeout
Check that the commit happened
Leave the camera
Delete the camera
camDestroy _camera;
Specific cases
- A camera of bird type (seagull or crowe) cannot be controlled via "Prepare" commands - only camSet* ones.
- A camera of bird type is always committed (camCommitted will always return true) even if it is still moving toward its destination.
Full example
Standard example
private _camera = "camera" camCreate [0, 0, 0];
_camera camPrepareTarget player;
_camera camCommitPrepared 0; // needed for relative position
_camera camPrepareRelPos [0, -5, 10];
_camera cameraEffect ["internal", "back"];
_camera camCommitPrepared 0;
waitUntil { camCommitted _camera };
_camera camPrepareRelPos [90, 25, 8];
_camera camCommitPrepared 5;
waitUntil { camCommitted _camera };
_camera camPrepareRelPos [-90, -5, 5];
_camera camCommitPrepared 3;
waitUntil { camCommitted _camera };
sleep 3;
_camera cameraEffect ["terminate", "back"];
camDestroy _camera;
Operation Flashpoint SQS example
_camera = "camera" camCreate [0, 0, 0]
_camera camSetTarget player
_camera camSetRelPos [0, -5, 10]
_camera cameraEffect ["internal", "back"]
_camera camCommit 0
@camCommitted _camera
_camera camSetRelPos [90, 25, 8]
_camera camCommit 5
@camCommitted _camera
_camera camSetRelPos [-90, -5, 5]
_camera camCommit 3
@camCommitted _camera
~3
_camera cameraEffect ["terminate", "back"]
camDestroy _camera