SetCameraFieldOfView: Difference between revisions

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{{client function}}
{{client function}}
{{New feature/item|3.0151|1.5.1|7397|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.}}
{{New feature/item|3.0151|1.5.1|7397|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.}}
{{Note|[[setCameraFieldOfView]] does not affect the FOV for the following camera modes: 1) Player aiming 2) Vehicle front bumper camera 3) Fixed camera}}
{{Note|This function omits (but doesn't override) the user game option in '''''Settings -> Video -> FOV'''''}}
{{Note|It doesn't affect the FOV for the following camera modes: 1) Player aiming 2) Vehicle front bumper camera 3) Fixed camera}}
==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setCameraFieldOfView ( string cameraMode, float fieldOfView )
bool setCameraFieldOfView ( string cameraMode, float fieldOfView [, bool instant = false ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||Camera.setFieldOfView||getCameraFieldOfView}}
{{OOP||Camera.setFieldOfView||getCameraFieldOfView}}
===Required Arguments===  
===Required Arguments===  
'''Note:''' after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully!
'''Note:''' after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully!
*'''cameraMode:''' the camera mode to get the field of view of
*'''cameraMode:''' the camera mode to set the field of view of:
** "player": whilst walking/running
** "player": whilst walking/running
** "vehicle": whilst in vehicle
** "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")
** "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.
*'''fieldOfView:''' The field of view angle, 0 to 179.
===Optional arguments===
{{OptionalArg}}
{{New feature/item|3.0161|1.6.0|23300|
*'''instant''': If set to ''true'', the value is applied immediately, without delay (does not work with "vehicle_max").
}}
===Returns===
===Returns===
Returns ''true'' if the arguments are valid, ''false'' otherwise.
Returns ''true'' if the arguments are valid, ''false'' otherwise.


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


<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function setCameraFOVOnResStart()
local function changeCameraFovOnClientResourceStart()
     setCameraFieldOfView("player",20)
     setCameraFieldOfView("player", 20)
end
end
addEventHandler("onClientResourceStart", resourceRoot, setCameraFOVOnResStart)</syntaxhighlight>
addEventHandler("onClientResourceStart", resourceRoot, changeCameraFovOnClientResourceStart)</syntaxhighlight>


==See Also==
==See Also==

Latest revision as of 18:27, 25 July 2025

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