SetCameraFieldOfView

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This function sets the field of view of the dynamic camera - this is the field of view of the non-fixed camera - yes, the camera that the user can control whilst on foot or in a vehicle. The higher the field of view angle, the more you will be able to see to your sides.

[[{{{image}}}|link=|]] Note: This function omits (but doesn't override) the user game option in Settings -> Video -> FOV
[[{{{image}}}|link=|]] Note: It doesn't affect the FOV for the following camera modes: 1) Player aiming 2) Vehicle front bumper camera 3) Fixed camera

Syntax

bool setCameraFieldOfView ( string cameraMode, float fieldOfView [, bool instant = false ] )

OOP Syntax Help! I don't understand this!

Method: Camera.setFieldOfView(...)
Counterpart: getCameraFieldOfView


Required Arguments

Note: after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully!

  • cameraMode: the camera mode to set the field of view of:
    • "player": whilst walking/running
    • "vehicle": whilst in vehicle
    • "vehicle_max": the max the field of view can go to when the vehicle is moving at a high speed (must be higher than "vehicle")
  • fieldOfView: The field of view angle, 0 to 179.

Optional arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

ADDED/UPDATED IN VERSION 1.6.0 r23300:
  • instant: If set to true, the value is applied immediately, without delay (does not work with "vehicle_max").

Returns

Returns true if the arguments are valid, false otherwise.

Example

In this example, the field of view for 'player walking/running' camera is set to 20, once resource fully starts.

local function changeCameraFovOnClientResourceStart()
    setCameraFieldOfView("player", 20)
end
addEventHandler("onClientResourceStart", resourceRoot, changeCameraFovOnClientResourceStart)

See Also